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LIBRARY OF CONGRESS. 



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A 

Handbook of Whist 

AND 

READY REFERENCE MANUAL 

OF THE 

MODERN SCIENTIFIC GAME 



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\ " MAJOR TENACE " N^j::^^,.,,..,^^ S^^ 

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NEW YORK AND LONDON 

G. P. PUTNAM'S SONS 

@;^c finicKcrbotker ^kss 

1885 




715 /5V 



COPYRIGHT BY 

P. PUTNAM'S SONS 



Press of 

G. P. Putnam's Sons 

New York 



CONTENTS. 



Introduction 
Plan of the Book 



The suit from which to lead .... 

Directions for the opening player .... 8 

Complete directions for leading . . . . ii 

The card to lead from the suit chosen . . 26 

Table I. Trump leads from suits of five or more . 28 
Table II. Comparison of trump leads from suits of 

four 35 

Table III. Plain-suit leads from suits of five or 

more 37 

Table IV. Comparison of leads from suits of five or 

more in trumps and in plain suits ... 42 
Table V. Comparison of leads from suits of four in 

trumps and in plain suits 44 



Trump leads and the inferences therefrom 
Summary of trump leads and inferences . 

Conventional leads ...... 



Plain-suit leads and the inferences therefrom, 
Summary of plain-suit leads and inferences 



29 
30 

39 
48 
57 



IV CONTENTS. 

The Play of the Second Hand 

I. — In plain suits 59 

The Signal for trumps ..... 62 

The Echo 64 

II. — In trumps 67 

The Play of the Third Hand . . . .71 

Finessing ........ 73 

Getting rid of the command in partner's suit . 74 

The Play of the Fourth Hand .... 78 

The Discard .80 

Conclusion 82 

THE LAWS OF WHIST . . . . . .87 



A HANDBOOK OF WHIST. 



INTRODUCTION. 



In this handbook an attempt is made to 
condense, arrange, and to marshal into a sys- 
tem all the specific directions for play that 
could be found in the works of the acknowledged 
masters of the game of whist. The object is 
to present these directions, unencumbered by 
explanation or discussion, in a form convenient 
for reference. 

Many topics are omitted, in which a novice 
would find instruction necessary. 

To the unscientific player, it may seem a per- 
plexing mass of details, — of doubtful authority, 
and challenging a most prodigious effort of the 
memory. 

But to the genuine student of whist, who has 
perused such works as those of Pole and Caven- 
dish, and strives to apply their principles in his 
play, this Handbook of Reference is offered, to 
show him, at a glance, what to do in any given 
situation, — what to lead, and what to play. 



2 INTRODUCTION. 

That which he is expected to gather from 
these pages, and to hold in memory, is : 

1. The point at which one principle or maxim 

is modified by another ; and 

2. Where one principle, ceasing to be applica- 

ble, is superseded by another, and prob- 
ably an opposite one. 

To him, as the reason of any play, or, under 
slightly changed conditions, why a modified or 
opposite play is adopted, will be suggested 
the fundamental principle of the game — namely, 
that each hand is not to be played indepen- 
dently, but in conjunction with the partner^s 
hand. 

The directions, tables, and synopses of this 
little book have been so arranged, that a solu- 
tion may be quickly found to almost any case 
of doubt or perplexity that can arise in the 
mind of a player, during the course of a hand. 
If he will form the habit of fixing in his mind 
the doubtful situation, and of looking it up 
afterward at an early opportunity — say, during 
the next deal, or later, — he will in a short time 
greatly improve his play. 

Moreover, it is believed that these tables are 
so suggestive of the theory of whist, that any 
person studying them will find his play rapidly 
becoming a matter of judgment rather than of 



INTRODUCTION. X 

memory. The relief thus afforded will enable 
a player the more easily to keep his attention 
fixed on the fall of the cards, and the more 
accurately to infer the position of the cards 
unplayed. 

As a fitting conclusion to this introduction, 
the compiler would disclaim all credit for origi- 
nality, except for the design, and for the ar- 
rangement of the matter herein presented. 

The authorities on whist are such " house- 
hold words," and their works so commonly in 
the possession of players, that it has been 
deemed unnecesssary to make references to 
them for the support of each individual state- 
ment. 

The author ventures to hope that his meagre 
outline of the beauties and intricacies of whist 
will inspire his readers to a further study of the 
subject in the more extended treatises by the 
masters of the famous game. 

THE PLAN OF THIS BOOK. 

In the arrangement of this handbook, various 
objects have been kept in view. 

1. To treat each topic exhaustively. 

2. To show by variations of type the relative 

importance of each direction. 

3. To make the book easy for reference. 



4 INTRODUCTION. 

In treating of the lead, the best, or strongest, 
play is given at the outset ; the remaining leads 
follow in the order of their preference. 

The choice of suits from which to lead 
is first considered. Two series of directions are 
given. The first series, consisting of eight 
directions, presents in one view the principles 
applicable to the opening player. The second 
series, which includes the first, is more general, 
and contains twenty-six directions, arranged in 
the order of their preference. These are for 
the guidance of any player, whenever the lead 
is secured, and apply to the instances, also, in 
which the lead is obtained the second or third 
time in the same hand. 

In the second division of this subject, those 
leads which, as given in the series, are general 
in their character, are treated in detail, in order 
to set forth what particular card of the suit 
chosen should be selected for leading. 

The subject of leading is so important that it 
needs to be studied in all its relations. To 
provide for this object five synoptical tables 
have been constructed. Table I. (for trumps) 
and Table III. (for plain suits) furnish, as it 
were, a bird's-eye view of the relations which 
subsist between the strength of a suit and the 
card which should be led from it. 



INTRODUCTION. 5 

The table for plain suits is comparatively 
simple, and illustrates clearly the second point 
(stated on page 2) which a reader is expected 
to gather from these pages, and to hold . in 
memory. 

The remaining tables (II., IV., and V.) are 
tables of comparison. In IV. and V. are pre- 
sented, in a graphic manner, the points of 
difference in leading from trumps and from 
plain suits. The former relates to suits of five 
or more ; the latter, to suits of four. Table II. 
exhibits the many radical differences, as well as 
numerous similarities, in leading trumps from 
suits of four, in the two following circum- 
stances : 

1. When led originally. 

2. When led in return of partner's lead, and 

in other similar instances. — See p. 18. 

A further treatment of the subject of leading, 
groups together all the possible cases from 
which the lead of each particular card may 
arise. Summaries, both for trumps and for 
plain suits, are also given, showing the proba- 
ble inference in the case of each card led. 

The play of the second hand is next con- 
sidered, and is treated according to the follow- 
ing scheme : 



6 INTRODUCTION. 

I. — In Plain Suits. 

In the first round of the suit. 

A. When an honor is led. 

B. When the ten, nine, or eight is led. 

C. When a low card is led. 

THE SIGNAL FOR TRUMPS, 
THE ECHO. 

After the first round. 

The play of the second hand renouncing. 

II. — In Trumps. 

In the first round. 

A. When an honor is led. 

B. When a low card is led. 

THE grand coup. 

After the first round. 
The scheme for the treatment of the play of 
the third hand is as follows : 

I. In the first round of a suit. 

II. After the first round. 

DIRECTIONS FOR FINESSING. 
GETTING RID OF THE COMMAND IN 
partner's SUIT. 

III. The play of the third hand renouncing. 
Directions for the play of the fourth hand 

follow ; and, finally, the discard. 

Even the most perfect familiarity with all 
the general or minute directions set forth in 
this book, and the readiest application of them 



INTRODUCTION. 7 

in play, will not be sufficient to constitute a 
person a player of the highest rank. Whist is 
such a rare and perfect game, that there will 
still be left an almost boundless and ever-vary- 
ing field for ingenious inferences and strategical 
lines of play. 



THE LEAD. 



I. — OF THE OPENING PLAYER. 

In the opening play the leader has mainly to 
consider his own hand. In the lead of trumps, 
however, the turn-up card, if it be Knave, ten, 
or nine, may affect the lead. Thus : 

1. Knave turned up at the right. 

From A., Q., 10, etc., lead Queen, instead of the 
nine, or a low card. 

2. Ten turned up at the right. 

From K., Kv., 9, etc., lead Knave, not a low one. 
From Q., Kv., 9, etc., " Queen, " " 

3. Nine turned up at the right. 

From Kv., 10, 8, etc., lead Knave, not a low one. 

In one instance given by Cavendish, the 
opening lead entirely depends on the partner. 
The leader holds : 

A., K., Q., 3, of diamonds ; which are trumps. 
9, 8, 6, 4, 3, of hearts. A., K., Q., of spades. 
8, of clubs. Score : Love-all. 

His conclusion is that with ninety-nine partners out of a 
hundred, a heart would be the right lead. But with an 
" angel " for a partner, one round of trumps (the Queen) as 



THE OPENING LEAD. 9 

a feeler would be right, and then a lead of hearts. By the 
change of suits the partner should understand that he is 
not to return the trump lead unless he is very strong in them. 



DIRECTIONS 
FOR THE OPENING LEAD. 
I. — FIRST CHOICE. 

Lead Trumps from five, or more. — With 
the requisite number of trumps in hand, this 
lead is generally considered imperative. And 
yet when the leader has but five trumps, there 
are exceptions. 

1. When only the odd trick is needed to win or save the 

game. 

2. When the score is safe, and the strength in trumps is not 

accompanied by good cards in the plain suits. — But 
see p. 12. 

II. — NEXT CHOICE. 

From four trumps, and either commanding 
or well-protected cards in the three plain suits, 
lead trumps. 

Discontinue, however, the trump lead if partner turns 
out very weak in them, and your good cards in plain suits 
are only well protected. 

So, also, with three trumps, including Ace 
and King, with commanding cards in plain suits, 
lead trumps. 



lO THE OPENING LEAD. 

III. — NEXT CHOICE. 

Holding four trumps with Ace at the head, a 
strong head sequence {e.g., A., K., Q., etc.) in 
one plain suit, and a probable trick {e.g., K., 
guarded) in another suit, — lead trumps. 

Do not, however, part with Ace of trumps until the 
third round of the suit. 

IV. — NEXT CHOICE. 

Lead from your strongest plain suit of 
five, or more. 

V. — NEXT CHOICE. 

Lead from your strongest plain suit of 
four. 

If headed only by an eight or nine, it would 
be better to lead from an advantageous weak 
suit. 

VI. — NEXT CHOICE. 

Lead trumps from a good suit of four, if 
your only other recourse would be to lead from 
a disadvantageous suit of three. 

VII.— NEXT CHOICE. 

Open your most advantageous weak suit. 

The term " advantageous," as here applied to weak suits, 
is fully explained in the detailed discussion of Direction 
XXIII. 



DIRECTIONS FOR LEADING. II 

VIII. — LAST RESORT. 

With a poor hand, and the score being des- 
perate, lead trumps. 

II. — COMPLETE DIRECTIONS FOR LEADING. 

Taking the first series as a basis, we may 
generaHze still further, and introduce, in their 
proper order, the leads for succeeding players, 
dependent somewhat on the score, on the fall 
of the cards, on the previous play or lead of the 
partner, and on the inferences drawn from the 
adversaries' leads or play. Discards are also 
valuable ''pointers" in determining the lead. 
Broadly stated, the player should either lead 
trumps or open his strongest suit. 

We cannot overlook the necessity of stating that the authori- 
ties uniformly and emphatically condemn the lead from a sin- 
gle-card plain suit, in the hope of utilizing low trumps in the 
succeeding rounds of that suit. The chances are that nothing 
will be gained thereby ; and much may be lost, by deferring 
other and better leads to this method of making a trick or two 
early in the hand. 

The directions already given for the leads of 
an opening player will be repeated, for the 
purpose of numbering all together in a series. 

We would impress upon the reader that these 
leads are arranged in the order of their prefer- 
ence. Evidently but one direction can be fol- 



12 DIRECTIONS FOR LEADING. 

lowed at a time. That one should be chosen, 
coming earliest in the series, which is applica- 
ble to the leader's hand, to the state of the 
game, and especially to the partner's knowl- 
edge of the game. It would certainly, then, 
be useless to attempt any fine play, wherein 
the possible advantage to be derived would be 
neutralized by the confusion caused in the mind 
of the partner. Better also for any one to play 
a simple game that is thoroughly understood, 
than to attempt to follow a direction, though 
given early in the series, which is rather beyond 
his experience in the game. Therefore, as soon 
as you get the lead : 

I. 

Lead trumps from five, or more. — This rule 
is generally considered imperative. It is neces- 
sary, however, to modify it somewhat, and to 
state with more particularity the cases in which 
the lead of trumps from five only would and 
would not be the best play. 

1. When only the odd trick is needed to 

win or save the game, it is not well to 
risk the loss of it by leading trumps. 

With a strong hand, there would be no necessity for the lead. 

2. When the game is young, or the score safe, 

the lead of trumps from five should 



DIRECTIONS FOR LEADING. 13 

only be ventured when the player has 
a good hand in plain suits ; for ex- 
ample : 

a. Five strong trumps (two honors), with one very 

good suit, or with fair strength in all the plain 
suits. 

b. Five moderate trumps, and excellent cards in 

all the plain suits. 

The following is an exception to Direction I., 
and also to the ordinary lead from the long 
suit : 

fo. 6, 4, 3, 2 of trumps. 

FromJ 7. 2, ) . 1 . 

I Ace, V in plain suits. 

La., 8, 6, 3, 2, ) 
Score : Leader, 3 ; opponents, 2. 
F. H. Lewis led the three of the long plain suit. — See 
Proctor's "Whist," p. 159. 

After partner has had a lead, and shown a 
strong suit, considerably less strength in the 
plain suits will be sufficient to warrant a lead 
from five trumps. 

3. When the score is adverse, and the leader's 
hand is poor outside of trumps ; for 
instance : 

a. With five trumps, and general weakness in the 

plain suits. 

b. With five small trumps, and 

1. Five small cards in one plain suit. 

2, Four middling cards in one, and four ba4 

cards in another plain suit, — ■ 



14 DIRECTIONS FOR LEADING. 

the best chance to save the game is to 
lead trumps. Compare XXIV., p. 24. 
4. But even in these cases, trumps should not 
be led if the play of the hand has pro- 
gressed so far as to show that the 
leader's partner has no good suit. 

With six trumps, or five trumps and an established suit, you 
should trump a certain winning card of an adversary, and then 
lead trumps. 

But from five trumps, of which you have used one to get the 
lead, a trump lead cannot be ventured from the remaining four, 
unless you have an established suit, or a strong hand (see Direc- 
tion III.) ; or unless you can infer strength in your partner's 
hand. And certainly not if either adversary shows strength 
in trumps. Compare also the play of the second, third, and 
fourth hands, renouncing. 

Continuation of the Trump Lead. — Evi- 
dently the primary object in leading trumps is 
to exhaust the adversaries ; and, secondarily, to 
make tricks, either with or without the partner's 
assistance. The ultimate object of the lead is 
to defeat the adversaries' high cards, or long 
suits, by trumping; and by thus getting the 
lead, to make good your own or partner's high 
cards and long suits. 

The defence of the weak side consists in delaying the 
trump lead by changing suits ; by stopping the lead at any 
risk ; by forping ; by ruffing freely ; and by retaining the 
command as |ong as possible in the adyei-saries' suits. 



DIRECTIONS FOR LEADING. 1$ 

As a general rule, when you lead trumps from 
strength, continue the lead until an adversary- 
renounces. 

Especially continue the lead if your partner renounces, 
as you thus draw two for one. 

When an adversary renounces, it is generally 
best to discontinue, and to endeavor to make 
your and your partner's trumps fall separately. 

When, however, one adversary renounces, a trump lead 
through the adversary who still holds trumps may be ad- 
vantageous ; especially (i) if, otherwise, you would have 
to open a disadvantageous weak suit ; or (2) if you wish 
to place the lead in the adversary's hand, and thus compel 
him to lead up to your guarded strength in the weak 
suits. 

II. 

Force your partner by leading a suit which 
he has renounced (or indicated no more of), 
especially if the adversaries hold the winning 
card in it : 

I. If you are strong in trumps. 

a. Holding five or more. 

b. Holding four trumps, two being honors. 

c. With even four weak trumps, if your partner has 

shown weakness in trumps, or the adversaries 

strength in them ; or if you and your partner 

are evidently weak in plain suits. 

In the latter case (and perhaps in the other two, if 

you are not strong enough to lead trumps), force your 



1 6 DIRECTIONS FOR LEADING. 

partner with a low card of a suit in which you hold 
even the best. — See Game VI., Proctor's Whist, 
p. ii6. 

2. When weak in trumps, as follows : 

a. When the partner, not having indicated strength, 

asks for a force. 

b. When the position shows a cross-ruff. 

c. When the adversaries have signaled. 

d. To win or save the game, when you are not very 

sure of making the trick any other way. 

Except as thus stated, Do not force your 
partner, if you are WEAK in trumps. 

Occasions for leading so as to force the partner, though some- 
what frequent, generally arise after the player has led original- 
ly ; but since the lead sometimes otherwise occurs, and then 
takes precedence of other more common ones, it requires to be 
placed thus early in the series. 

III. 

With four trumps, and either commanding 
or well-protected cards in the three plain suits, 
lead trumps. 

Discontinue, however, the trump lead if partner turns 
out very weak in them, and your good cards in plain suits 
are only well protected. 

So, also, with three trumps, including Ace 
and King, with commanding cards in plain suits, 
lead trumps. 

The rule is here limited so as to include the lead of an open- 
ing player. 



DIRECTIONS FOR LEADING. 1/ 

But in similar cases of fair strength in trumps, 
after partner has shown his strong suit, a suc- 
ceeding player may lead trumps, if he holds 
commanding cards in the two other plain suits. 
Compare X., p. 20. 

Moreover, a succeeding player, with com- 
manding cards in the three plain suits, may 
lead trumps even from three, if he can infer 
strength in trumps in his partner's hand, or ad- 
versaries' weakness in them ; as for instance : 

If one adversary, has led a plain suit, and the pther has 
not signaled. 

Furthermore, with one suit, originally long 
and having become perfectly established, or 
having been shown to be your partner's suit, 
and with winning cards in the two other plain 
suits, — a trump may be led even from two. 
See Game XIX., Proctor's Whist, p. 142. 

IV. 

Holding four trumps with Ace at the head, a 
strong head sequence {e.g., A., K., Q., etc.) in 
one plain suit, and a probable trick {e. g., K., 
guarded) in another suit, — lead trumps. 

Do not, however, part with Ace of trumps until the third 
round of the suit. 



1 8 DIRECTIONS FOR LEADING. 

V. 

Holding but one trump, but having strong 
cards in the three plain suits, lead the trump 
singleton, if your partner dealt. With a 
splendid hand in plain suits, lead the trump 
even if the adversaries have signaled. If possi- 
ble, secure the lead on the first round. 

VI. 
Lead trumps : — 

1. In return of partner's lead of trumps. 

* ' Sudden illness and default in trumps " are said to 
be the only excuses for failure in this regard. But 
this must be taken cum grano salts ; for it is quite 
possible that the original lead of trumps may be a 
forced lead. 

2. In answer to partner's call for trumps. 

3. If he has refused to trump an adversary's 
certain winning card. 

4. If he has refused to overtrump. 

VII. 
If the adversaries have developed a cross-ruff 
against you, i, e,, each trumping a different suit, 
lead trumps ; and get out two rounds if possi- 
ble. 

VIII. 

You holding the best trump, and the adversa- 
ries but one other, lead the best trump to 
bring down that one : 



DIRECTIONS FOR LEADING. 1 9 

1. When you have an established suit. 

2. When your partner has an established 

suit, and you can put the lead into his 
hand. 

3. If the adversary who holds the last 
trump has also an established suit. 

Thereupon, lead your established suit, or give your 
partner the lead. 

Do not lead the best trump to extract the 
last trump from an adversary, if he holds a card 
in his partner's established suit by which he 
might throw the lead into that partner's hand, 
and if you are without an established suit. 

IX. 

As a general rule, it is seldom right to con- 
tinue trumps, when led by the opponents. 
When, however, an adversary is leading trumps, 
and his partner renounces, or plays a low card 
third hand, — a trump lead, particularly from the 
weak-trump hand, through the adversary who 
originally led trumps, may be advantageous 
(see Direction XIL). 

But not if the weak-trump hand has a fair chance to make 
his short trumps by ruffing ; nor if he can lead winning 
cards to force the strong-trump hand of the adversary. 

On the same principle, when the adversaries 



20 DIRECTIONS FOR LEADING. 

are leading trumps, if you, as fourth player, 
have won the first round with a ten-spot, or 
cheaper, and still hold Ace, Kv., etc., lead a low 
one. 

When the adversaries are leading trumps and 
your partner renounces, it may be necessary to 
continue their lead, in order to force the adver- 
saries* trumps to fall together. Compare p. 15. 

X. 

Two rounds of partner's suit being out, — (i) 
if it is established, or (2) if partner has shown 
weakness in trumps (either by not forcing you, 
or otherwise), — lead trumps from four, — even 
a weak suit, — if you hold good cards in the 
other two suits. 

XL 

Suppose adversaries have led trumps, and 
your game is desperate, lead from your weak- 
est suit. Your partner should finesse deeply in 
it, and should lead his weakest suit. Compare 
note on page 11. 

XII. 

When your right-hand adversary leads a low 
card from your strong suit, as his original lead, 
and you win the trick, — the third hand showing 
no more, — lead trumps, even from three, in 



DIRECTIONS FOR LEADING. 21 

preference to opening a disadvantageous plain 
suit of three. 

If he leads a high card in your suit and you 
win the trick, leaving the best probably in the 
leader's hand, and you are then obliged to 
change the suit, the case is more difficult. 
With only three trumps, lead from your most 
advantageous suit. 

XIII. 

Lead from your strongest plain suit of five 
or more. 

XIV. 

Lead from your strongest plain suit of four, 

headed at least by an honor. Compare XXI. 

XV. 

Your long suit being established, if neither 
adversary has led or called for trumps, lead 
trumps from a suit of four. 

XVI. 

Return partner's lead in a plain suit. — This 
is ordinarily a matter of course, if you hold the 
best card in it (compare Direction XVII.) ; or 
if you hold only one more and are short in 
trumps, and especially if you have not a good 
long suit. 



22 DIRECTIONS FOR LEADING. 

But if partner evidently led from a weak suit, and you have 
no strength in it, do not return the lead. So, also, if you have 
won his lead cheaply, the return of the lead will hardly be ad- 
visable. Direction XVIII., or XXIII., would be preferable. 

The order of leads in this series illustrates an 
important general principle of whist, which may 
here be stated, viz. : First develop your own 
haftd, except : 

1. When your partner has shown strength in trumps ; 

then you are bound to play his game. 

2. When adversaries' strength in trumps and a desperate 

score compel you to adopt a defensive lead. 

As a rule, if you have any strength, — trumps, 
or a long suit, — lead from it, and thus inform 
your partner, before returning his lead in a plain 
suit. 

XVII. 

Lead the winning card of a plain suit which 
has been already led once. 

Follow this direction, especially if you can thereby force 
the strong trump hand of an adversary. But do not 
follow it, if it gives the adversary with the strong trumps 
a chance to discard, and the other a chance to trump ; nor 
if it gives up unnecessarily the command in an adversary's 
suit. 

Holding Ace and Queen only, of a plain suit 
led by your partner ; if you win with the Queen, 
follow the direction above stated, and lead Ace 



DIRECTIONS FOR LEADING. 23 

at once. If the suit was led by an adversary, 
hold the Ace. 

Compare C, 10, under Play of the Second Hand in 
Plain Suits. 
By winning the first round with the Ace, or other best card, 
and then leading a card which would have taken the trick, you 
may signify that you hold all the intermediate sequence. 

XVIII. 

Lead up to a weak fourth hand ; or lead 
through a strong second hand ; i. e.y strong or 
weak as regards only the suit you are about to 
lead. 

The first alternative is preferable to the sec- 
ond, and is often a good lead v/hen you, fourth 
hand, have won very cheaply a trick in your 
adversary's suit. This may even call for a 
trump lead. Compare Direction IX., and see, 
also, this direction in detail. 

XIX. 

Lead a " thirteener," if you have good trumps, 
but not the command in them. 

XX. 

Suppose you have all the remaining trumps ; 
your partner's suit is established, but you have 
none of them to lead ; if obliged to open a fresh 



24 DIRECTIONS FOR LEADING. 

suit headed by the King, Queen, or Knave, 
lead the highest irrespective of the number 
you hold in the suit. 

This is called Deschapelle's Coup. It may be defeated 
if an adversary, holding Ace, reserves it until the second 
round of the suit. 

XXI. 

Lead from a suit of four, not containing 
an honor. 

If headed only by an eight or nine, it would be better to 
lead from an advantageous weak suit. 

XXII. 

Lead trumps from a good suit of four, if 
your only other recourse would be to lead from 
a rather disadvantageous suit of three, or an 
especially weak suit of four. 

XXIII. 
Open your most advantageous weak suit. 

The term " advantageous," as here applied to weak 
suits, is fully explained in the detailed discussion of this 
Direction. 

XXIV. 

With a poor hand, and the score being des- 
perate, lead trumps. 



DIRECTIONS FOR LEADING. 25 

XXV. 

Toward the end of a hand, — holding a long 
suit not yet led, headed by a Queen or Knave, 
which can only go around twice on account of 
trumps still out, treat it as a short suit, and 
lead the highest. 

XXVI. 

Where a suit can go around but once, and 
you have not the winning card, lead your 
lowest. 



Use your best judgment, and do not try to 
follow these directions too literally. 



THE CARD TO LEAD. 



DIRECTION I. IN DETAIL. 
(See pp. 9 and 12,) 

The lead of trumps from five or more. — 

The proper card to lead depends on the 
strength the leader holds in the suit. From 
the majority of hands a low card is led. A 
very strong or a very long suit is necessary in 
order to warrant the lead of a high card. The 
following synopsis shows, in a general way, the 
relation of the card to the strength in the suit. 

A. A high card is led, — either the highest 

or the lowest of the head sequence, — 
from any trump suit containing : 

1. Three honors. 

2. A head sequence of three, beginning with a card 

not lower than the ten. 

3. Ace and King, or King and Queen, with five or 

more low ones. Also K., Q., 10, etc. 

4. Ace and six low ones (not including King). 

B. An intermediate card is led from : 

1. A., Q., 10, 9, etc. (not seven in all). 

2. A,, Kv., 10, 9, etc. (not seven in all). 

3. K., Kv., 10, with or without others. 

26 



DIRECTION I. IN DETAIL. 2J 

C. From all others a low card is led. 

In trumps, it will be noticed that a more 
backward game is played than in plain suits. 
The best card is retained as long as possible, in 
order to avoid losing the command of the 
trump suit. This relation, or dependence of 
the lead upon the strength of the suit, may be 
more definitely seen by the study of the fol- 
lowing table. The various combinations of the 
five or more trumps are there arranged vertically 
in three classes, according as the suit is headed : 

1. By a single card. 

2. By two cards in sequence. 

3. By three cards in sequence. 

In strong suits (column 3) the lead varies 
regularly with the decrease in the strength of 
the suit. 

In the first and second columns of the table 
the regular gradation is interrupted on account 
of the necessity of taking no risks of losing the 
command in the trump suit. 



28 



DIRECTION I. IN DETAIL. 



TABLE I. 

TRUMP LEAD FROM FIVE, OR MORE. 



SINGLE CARD AT HEAD. 


SEQUENCE OF TWO. 


SEQUENCE OF THREE. 


Lead lowest of the 
sequence. ^° 


A., K., Kv., etc. 

A., K., and five low ones. 


A., K,. p., etc. 
K., Q., Kv., etc. 


Lead the Ten, then the Queen. ^T" 


K., Q., Kv., lo, etc. 



Ace and six low ones. 



K., Q., lo, etc. 
K., ^., and five low ones 
below the ten. 



Lead highest, 
then lowest.-^ 



A., Q., Kv., and two or 
more others. 



Lead highest, then lowest of the 
under sequence, -.^t 



Lead highest, then lowest, of the se- 
quence. 1^" 



)., Kv., lo, etc. 
kV., lo, 9, etc. 



Lead highest, then 
next. ^ 



Q., Kv., 9, and three low 
ones. 



o, 9, 8, etc. 



A., p., lo, 9, etc. 
A., Kv., lo, 9, etc. 
K., Kv., lo, etc. 



Lead the lowest of the under se* 
quence. ..^^ 



Ace with less than six 


A., K., and less than five 


Q,8, 


7, etc. 


low ones, not Q. with 


low ones. 


8,7, 


6, etc. 


Kv., nor Q., xo, 9, nor 


K., Q., and less than five 
below 10. 


Etc 


,etc. 


Kv., 10, 9. 
K.. etc., without Kv., 10. 






Q., Kv., 9, and less than 






Q., etc. 
Kv., etc. 


three low ones. 






p., Kv., and low ones. 
Kv., 10, etc. 






Etc., etc. 








10, 9, etc. 








Etc., etc. 







From these, lead the lowest but one. 



DIRECTION I. IN DETAIL. 29 

There are a few modifications of the original 
trump lead on account of the turn-up card. 

1. Queen turned up at the left. 

From A., Kv., 10, 9, etc., lead A., then Kv., 
instead of the lowest of the sequence. 

2. Knave turned up at the right. 

From A., Q., lO, etc., lead Q., instead of the 
nine or a lower card. 

3. Ten turned up at the right. 

From K., Kv., 9, etc., lead Kv., not a low card. 
" Q., Kv., 9, etc., " Q., 

4. Nine turned up at the right. 

From Kv., 10, 8, etc., lead Kv., not a low card. 

For a comparison of the leads from suits of 
five or more in trumps, and in plain suits, 
see Table IV., p. 42. 

TRUMP LEADS 

AND THE INFERENCES THEREFROM. 

The directions for leading trumps from long 
suits will now be presented arranged in groups, 
showing together all the cases in which each 
particular card is led. 

A. 

1. Lead Ace, then Knave (or lowest of the sequence), 

from A., Q., Kv., etc. See also i, supra. 

From A., Q., Kv.,anci one other below the ten, the 
Ace is led, then the Queen, then low, if both win. 

2. Lead Ace, then the lowest, from Ace and six or more 

others (not K., nor Q. with Kv.). 



30 DIRECTION I. IN DETAIL. 

B. 

1. Lead Kin^, then change the suit to finesse on the 

next round, from A., K., Kv., etc 

But not if Queen was turned up at the left ; nor if 
essential to get out two rounds at once in order to stop 
a cross-ruff. See VII., p. i3. 

2. Lead King, then Ace, from Ace, K., and five or more 

others (below the Kv.) ; also from A., K., with 
Kv., etc , in the cases above excepted (B. i.). 

3. Lead King, then lowest, if the King wins, from K., 

Q., 10, etc., also from K., Q., and five or more (be- 
low the ten). 

Also, lead K., then Q., then lowest, if both win 
from K., Q., Kv., and one other (below the ten). , 

c. 

1. Lead Queen, then King, from A., K., Q., etc. (with- 

out the Knave). 

2. Lead Queen, then lowest of the sequence, from Q., 

Kv., 10, etc. 

But lead Q., then Kv., from Q., Kv., 10, and one 
other (below the nine). 

3. Lead Queen, then Knave, from Q., Kv., 9, and three 

or more others ; or from Q., Kv., 9, etc., if the ten 
was turned up at the right. 

4. Lead Queen from A., Q., 10, etc., if the Knave was 

turned up at the right. 

D. 

1. Lead Knave, then Ace, from A., K., Q., Kv., with 

or without others. 

2. Lead Knave from K., Q., Kv., etc. (below the ten). 

From K., Q., Kv., and one other below the ten, the 
King is led, then the Queen, then the lowest, if both 
win. 



DIRECTION I. IN DETAIL. 3 1 

3. Lead Knave, then the lowest of the sequence, from 

Kv., 10, 9, etc. 

But lead Kv., then the ten, from Kv., lo, 9, and one 
other below the eight. 

4. Lead Knave, from Kv., 10, 8, etc., if the nine was 

turned up at the right. 

5. Lead Knave, from K., Kv,, g, etc., if the ten was 

turned up at the right. 



1. Lead the ten, then Queen, from K., Q., Kv., lo, 

with or without others. 

2. Lead the ten, then the lowest, from K., Kv., 10, etc. 

(without the nine). 

3. Lead the ten, then the next, from 10, 9, 8, etc. 

F. 

I. Lead the nine (or lowest of the sequence), from 
K., Kv., 10, 9, with or without others. 
A., Q., 10, 9, " " (not seven in all). 

A., Kv., 10, 9, " " '• " 

G. 

In all other cases (of long suits), lead the lowest but 
one from suits of five or more ; the lowest from 
suits of four. The cases included in this subdivi- 
sion may be seen in the table, p. 28. 

SUMMARY OF 

LEADS AND INFERENCES. 

The inferences that can be drawn when 
trumps are led originally, i. e., from long suits, 
four or more, may be tabulated as follows : 



32 



DIRECTION I. IN DETAIL. 



THE LEAD — IN TRUMPS. 



THE INFERENCE. 



Ace, then K. 
Ace, then Q. 
Ace, then Kv. . 
Ace, then ten 
Ace, then nine . 
Ace, then eight . 
Ace, then seven 
Ace, then six 

Ace, then five or lower 
card 

K., then Ace . 
K., taken by Ace 



K., and suit changed 
K., then Q. 
K., then Kv. . 
K., then ten 
K., then nine . 
K., then eight, seven, 
six, or five 

K., then four or lower 
card 

Q., then Ace 

Q., taken by A. or K. 

Q.,thenK. 

Q.,thenKv. 

Q., then ten 

Q., then nine 
Q., then eight or lower 
card 

Kv., then Ace . 
Kv., then K. . 
Kv., then Q. . 
Kv., then the ten 
Kv., then the nine . 

Kv., then the eight or 
a lower card . 

Kv., taken by Ace 
Kv., taken by King c 
Queen 

Ten, then A. or K. , 



Leader has no more. 

" " Kv., and one other (below the ten). 
" " Q., and two or more " " 

" " Q., Kv., and perhaps others. 
" Q., Kv., lo. 
" Q., Kv,, JO, 9. 
'' " Q., Kv., 10, 9, 8. 

" " Q., or Kv., and the sequence from the 
ten down. 

Leader has five more, perhaps Q. or Kv., not both 

and perhaps neither. 
Leader has five others (below Kv.). 
" " Q. with the ten, etc. 

" " Kv. and one other. 
" five or more below the Kv. 
Leader has A. and Kv. 

" " Kv., and one other only (below the ten). 
Not led from four or more. 

Leader has Q., 10, but no more, 

" " Q., 10, and perhaps others above the 
low card led, but none below. 

Leader has Q., not the Kv., perhaps the ten, etc. 

If not, then seven in all originally. 
Not led. (But compare p. 29, 2.) 
Leader has Kv., etc. 

" " Ace also, but not Kv. 
" " the ten, and one other only below the 
nine, or the nine with three others. 
Leader has Kv. (not the nine) and two or more 

others. 
Leader has Kv., 10, etc. 

" " Kv., 10, 9, etc., all down to the low 
card led. 
Leader has K. and Q. 
'' '' Q. 

" " K. See also p. 41, 6. 
" " the nine, and one other only. 
" " the ten, and two or more below the 
eight. 

Leader has all the sequence down to the low card 

led. 
Leader has K. and Q. together, or neither. 

Leader has no higher honor, but has a sequence 

below. 
Not led. (But see p. 41, 5.) 



DIRECTION III IN DETAIL, 



33 



THE LEAD — IN TRUMPS. 



THE INFERENCE. 



Ten, then Q. . 
Ten, then Kv. . 
Ten, then the nine 



eight or 



Ten, then the 

a lower card 
Ten, taken by the Ace 

orQ. 

Ten, taken by K. or 

Kv. . 
Nine . 

Eight or seven . 
Six, or a lower card 



Leader has K. and Kv. 
Not led. 

Leader may have K. and Kv. If not, a sequence 
below. 

Leader has K. and Kv. 



Leader may have K. and Kv 
has neither. 



together. If not, 



Leader has not Ace or Q. 

" " Ace, with another honor, also the ten. 

" " one honor, perhaps two. 
Leader may have one, two, or no honors. Certainly 
had four or more originally. 



DIRECTION III. IN DETAIL. 
(See pp. 9 and i6.) 

Trump lead from four. — In general the lead 
is the same as from a trump suit of five or 
more, and depends on the same principles. In 
a few cases however, the application of these 
principles results in important variations, as fol- 
lows : 

1. From Ace, Q., Kv., and one other below the ten, lead Ace, 

then Queen, then low, if both win. 
From a like suit of five or more, the Ace is led, then the low- 
est of the sequence. 

2. From K., Q., Kv., and one more below the ten, lead K., then 

Q., then low, if both win. 
From a like suit of five or more, the Kv. is led, to force out the 
Ace, even if held by the partner. 

There are other variations which are con- 
ventional methods of indicating the number of 
cards held in the suit. See p. 39. 



34 DIRECTION VI. IN DETAIL. 

3. From Q., Kv., 10, and one other below the nine, lead Queen, 

then Knave. 
In a like suit of five or more, the Q, is led, then the lowest of 
the sequence. 

4. From Kv., 10, 9, and one more below the eight, lead Kv., then 

the ten. 
In a like suit of five or more, the Kv. is led, then the lowest of 
the sequence. 

5. From suits of four, lead the lowest in those cases in which the 

lowest but one is led from suits of five or more. 

All these variations are incorporated as notes 
to the directions on pp. 29-31, making those 
pages a complete synopsis of all trump leads 
from a strong suit. 

The above directions (for original leads from 
suits of four) should be carefully distinguished 
from the directions in detail under VI. See 
also Table II., p. 35. 

For a comparison of the leads from suits of four, in trumps and in 
plain suits, see Table V. 

Direction IV. is a lead from four trumps, — explained above in detail. 
Direction V. is the lead of a trump singleton. 

DIRECTION VI. IN DETAIL. 
(See p. 18.) 

The lead of trumps — in return of partner's 
lead ; in answer to his call ; if he has refused 
to trump a winning card, or to overtrump. 

A. With four or more trumps yet remaining. 

1. From any three honors, \ 

'* Ace, etc., >• lead highest. 

" Q., Kv., 10, etc., ) 

2. From any other four trumps, lead lowest. 

B. Holding less than four. 



DIRECTION VI. IN DETAIL, 



35 



Lead highest ; and if it wins, the next. 

These directions are based on the principle of furnishing to 
the partner as much assistance as possible ; while in Direction 
III. the object is to retain the command, and to get as much 
assistance as possible from the partner. 

Wherein these purposes result in the same or in different 
leads, will be shown in the table. 



TABLE II. 

COMPARISON OF TRUMP LEADS FROM FOUR. 







LEAD 


LEAD AS 




THE SUIT. 


AS DIRECTED 


DIRECTED 






IN III. 


IN VI. 


« 


A., K., Q., etc. 
K., Q.,Kv., etc. 
Q., Kv., lo, etc. 


Lowest of Sequence. 


Highest. 




King:, then Queen. 


K., then Q. 


§ts • 


Highest. 


Highest. 


^It 


Kv., lo, 9, etc. 


Highest. 


Lowest. 


«s-^ 


lo, 9, 8, etc. 
9, 8, 7, etc. 


Lowest. 


Lowest. 




8, 7, 6, etc. 


" 




o 


Etc., etc. 








A., K., Kv., etc. 


K., and change suit. 


Highest. 


p 


A., K., and two low 


J- Lowest. 


Highest. 


I . 


K., Q., lo, etc. 


Highest. 


Lowest. 


o g 


K., Q., and two low 
ones. 


j- Lowest. 


Lowest. 


8«^ 


Q., Kv., 1 








or 






1 


lower 1 and two 
seq. j low ones. 

two, J 


j- Lowest. 


Lowest. 




A., Q., Kv., etc. 


Ace, then Queen. 


A., then Q. 


o 2 


A., and three low 
ones. 


j- Lowest. 


Highest. 


1 " 


K., Kv., lo, etc. 


Lowest of Sequence. 


Lowest. 


K ^ 


Other suits of four. 


Lowest. 


Lowest. 



36 DIRECTIONS VII. AND XIII. IN DETAIL. 

DIRECTION VII. IN DETAIL. 

(See p. 18.) 

Lead of trumps to stop a cross-ruff— 

getting out two rounds if possible. 

1. Holding highest trump, lead it. 

2. Holding four or more, follow the direc- 

tions in detail under I. and HI. 

3. Holding three, follow Direction XXHI. 

4. Holding two, lead highest. 

Directions VIII., IX., X., XII. are eithei- specific in their 
nature, or may be referred to those already given in detail. 
Direction XI. is a lead from the weakest suit. See XXIII. 

DIRECTION XIII. IN DETAIL. 
(See pp. 10 and 21.) 

Lead from a plain suit of five or more. — 

The principle of broadest application is to 
lead the lowest but one — in order to retain 
the command, and to receive partner's assist- 
ance, with the ultimate object of establishing 
the suit, and of making tricks with the long 
cards in it. Frequently, however, this latter 
purpose has to be given up, and a defensive 
game played (see p. 14). This happens when 
the adversaries show numerical superiority in 
trumps, or a strong hand. 

Compare the lead of lowest from a plain suit of four. 

When the suit is headed by sufficient 



DIRECTION XI I L IN DETAIL. 



37 
^., of 



strength, an opposite principle obtains ; i, 
leading the highest (or a high card). 

The following table presents these principles 
distinctly, and shows the limits of their appli- 
cation. 

TABLE III. 

PLAIN-SUIT LEADS FROM FIVE OR MORE. 



SINGLE CARD 
AT THE HEAD, 



TWO IN 
SEQUENCE. 



THREE IN 
SEQUENCE. 



A. and four or more 

others. 
K., Kv., lo, etc. 



A., K., etc. 

K 





K., Q., etc. 

Kv., 9, and three or 



more others. 



A., K,0.,etc. . 
K., p., Kv., etc. 

g., Kv., lo, etc. 
v., lo, 9, etc. 



In the above, lead the highest (or a high card). 



K., Kv., etc., below 

the lo. 
K., etc., below Kv. 
p., etc., 
•iv., etc. 
lo. etc. 
Etc., etc. 



Q., Kv., 9, and less than 

three others. 
Q., Kv., etc., below 9. 
10, 9, etc. 
Etc., etc. 



Lead lowest but one. 



10, 9, 8, etc. 
9. 8, 7, etc. 
Etc., etc. 



The directions, generalized in the table, will 
now be presented in another form, with a defi- 
nite statement of the card to be led, and with 
particulars as to the second lead in the suit. 

A. With sequence of three at the head of 
the suit. 



38 DIRECTION XIII IN DETAIL. 

1. From A., K., Q., Kv., etc., lead K., then Kv. 

2. " A., K., Q.,etc.,leadK.,thenQ. 

3. " K., Q., Kv., 10, etc., lead the ten, then Q. 

4. " K., Q., Kv., and two or more (below the ten), lead the 

Knave. — Compare p. 41, 6, 

5. From Q., Kv., 10, 9, etc., ) , , ^ ,. , . , .u 

6. " Q., Kv., 10, and two [ ^^"^ ^- '^'J" ^°^^^^ °^ ^^« ^^- 

or more others, ) quence.-Compare p. 41, 3. 



:c., ) 
i two > 
srs, ) 



, From Kv., 10, 9, 8, etc., 

" Kv., 10, Q, and t,.^ ^ ^ 

,, I quence.— Compare p. 41, 

or more others, ) p f •» i 



lead Kv., then lowest of the se- 



The lead of the highest from 10, 9, 8, 7, etc., and from 9, 8, 7, 6, 
etc., is in accordance with the latest theories. 

B. With sequence of two at the head of the 

suit. 

9. From A., K., etc., lead K., then A.; with Kv., also, lead low 
(third round) if Queen does not fall. 

10. " K., Q., etc., lead the highest, then the lowest. 

11. " Q., Kv., 9, and three low ones, lead the highest, then the 

next. 

C. Variations of 9. See also i and 2. 

a. If a leader has previously trumped a suit, he should lead 
Ace, then King, instead of vice versa. 

b. From A., K., with Kv., etc., sometimes the suit is 
changed after leading the King (compare B. i, p. 30). 
"With good trumps, it is better to continue the suit. 

D. Ace (alone) at the head, supported by other 

strength in the suit. 



lead Ace, then lowest of seq. 



12. From A., Q., Kv., etc., \ 

13. " A.,Q., 10,9, etc., V 

14. " A., Kv., 10, 9, etc., ) 

4 



15. From A., with four others ; 

even J. lead Ace, then lowest. 

»6. " A., Q., and three low ones. 



CONVENTIONAL LEADS. 39 

E. King (alone) at the head, supported by other 

strength in the suit. 

17, From K., Kv., 10, etc., lead 10, or lowest of sequence, then a 
low card if it wins. 

F. From all other suits of five or more, lead 

lowest but one. — This will include : 

1. No cases of more \ than two honors. 

and V Except Kv., 10, 9, etc., and A., with 

2. All cases of less J four or more others. 

3. With two honors, only the following : 

K., Kv., etc. \ ... ^ ^, ^ 
^\, V without the ten. 

Q., Kv., etc. j 

But not Q., Kv., 9, and three others. 

N. B.— When trumps are all out, and the leader or his partner 

has cards of re-entry ; also, when all the remaining trumps are held 

by the leader or his partner, plain suits may be led like trumps. 

The leads {xov(\ plain suits, in association with 
the inferences that can be drawn from them, are 
fully treated on pp. 49-58. 

CONVENTIONAL LEADS. 

In suits of five or more, the lowest but one 
(the penultimate) is led ; from suits of four, the 
lowest. 

This important convention should not be 
neglected. It enables your partner to infer 
exactly how many you hold, and, after two or 
three rounds are out, the probable position of 
the remaining cards in the suit. This informa- 
tion may easily be worth one or more tricks 



40 CONVENTIONAL LEADS. 

late in the hand, although it may make no 
difference whatever in the trick in which the 
low card is played. 

This conventional manner of leading, — i. e., 
of choosing between cards which are indifferent 
so far as trick-making is concerned, — to indicate 
the number of cards held in the suit, need not 
be limited to the penultimate. It may be sys- 
tematically extended, as follows : 

I. From suits of four or more in which a low card is led, 
lead always the fourth best. This will be 
the lowest of four, 
the lowest but one, of five, 
the lowest but two, of six. 

In addition to this, a noted whist-player, Mr. N. B. Trist, of New 
Orleans, has proposed the following, to reduce the whole subject of 
leading to a simple system. 

II. From suits in which the highest is led, followed by a 
low card — after the high card is led, follow with the 
(original) fourth best. 
HI. From suits in which a high card is led, followed by an- 
other high card, which is one of a sequence, — in the 
second round, from a suit of ordinary length (four), 
play the highest of the indifferent cards. From a 
longer suit, play the next below the highest. For 
example : 

A. Distinctions between suits of four, and more. 

I. From A., Q., Kv., and one other below the ten, lead Ace, 
then Q. 
From A., Q., Kv., (with the ten, or) with two or more 
others below the ten, lead Ace, then Kv. 



CONVENTIONAL LEADS. 4I 

2. From Q., Kv., 10, and one more below the nine, lead Q., 

then Kv. 
From Q., Kv., 10, (with the nine, or) with two or more 
below the nine, lead Q., then the ten. 

3. From Kv., 10, 9, and one more below the eight, lead Kv., 

then the ten. 
From Kv., 10, 9, (with the eight, or) with two or more 
below the eight, lead Kv., then the nine. 

4. From K., Q., Kv., and one other, below the ten, lead K., 

then Q. 
For the lead from K., Q., Kv., with the ten or with more 
than one below the ten, see 5 and 6 below. 

5. From K., Q., Kv., 10, without others, lead the ten, then 

K. 
From K., Q., Kv., 10, with others, lead the ten, then Kv. 

B. Distinction between suits of five and more. 

6. From K., Q., Kv., and two below the ten, lead Kv., 

then K. 
From K., Q., Kv., and three or more below the ten, lead 
Kv., then Q. 

Not all of these fine distinctions can be said to be incorporated into 
the regular game of whist. A careful comparison with pp. 34 and 43, 
will show that they are mostly additions to, and, in some respects, 
slight variations of, the standard game. 

COMPARISON OF LEADS FROM SUITS OF FIVE 
IN TRUMPS AND PLAIN SUITS. 

In the following table are exhibited the dif- 
ferences in leading from suits of five or more, 
in trumps and in plain suits. These differences 
may be explained under three heads. 

1. The certainty of making tricks with high trumps. 

2. The necessity of making tricks early with high cards in 

plain suits, and of not risking the loss of them to ad- 
versaries' trumps. 



42 DIRECTION XIV. IN DETAIL. 

3. The necessity of keeping the command in trumps, even 
after two or three rounds, in case one adversary should 
be found strong in them. 

TABLE IV. 

DIFFERENCES OF LEADS FROM SUITS OF FIVE IN TRUMPS AND 
PLAIN SUITS. 







THE LEAD IN 


THE LEAD IN 


FROM 












TRUMPS. 


PLAIN SUITS. 


A.,K., Q.,Kv., etc. 




Kv., then A. 


K., then Kv. 


A., K.g,etc. 
A., K.,1cv., etc. 




Lowest of seq. 
K., and change 


K., then Q. 




K., then A. 






suit. 


(but see p. 38.) 


A., K., and less than 


five 


Lowest but one. 


K., then A. 


others. 








A., Q., 10, 9, etc. 




Lowest of seq. 


A., then lowest of 
sequence. 


Same, with Kv, at right. 




Queen. 




A.,Q., and low ones below Kv. 


Lowest but one. 


A., then lowest. 


A., Kv., 10,9, etc. 




Nine. 


A., followed by 
lowest of seq. 


Same, with Q. at left. 




A., then Kv. 




A., with less than six low 


ones. 


Lowest but one. 


A., then lowest. 


K., Q., and less than 


five 


Lowest but one. 


K., then low, if it 


others. 






wins. 


K., Kv.,9,etc. 




Lowest but one. 


Lowest but one, 
/. e.y same. 


Same, with 10 at right. 




Knave. 




Q.. Kv., 9, and less than three 


Lowest but one. 


Lowest but one. 


others. 






/. ^., same. 


Same, with 10 at right. 




Queen. 
Lowest but one. 




Kv., 10, 8, etc. 




Lowest but one, 








/. ^., same. 


Same, with 9 at right. 




Knave. 




10, 9, 8, etc. 




Highest. 


Lowest but one. 



DIRECTION XIV. IN DETAIL. 
(See pp. 10, 21, and 24.) 

The lead from a plain suit of four. — In gen- 
eral the lead is the same as from a plain suit of 



DIRECTION XIV. IN DETAIL. 43 

five or more, and depends on the same princi- 
ples (see p. 36). In leading a low card, the 
lowest is led instead of the lov/est but one. 
See Conventional Leads p. 39. 

Besides this general variation, there are a few 
special differences, which are exhibited below, 
and with which are compared the leads from 
corresponding cases of five or more. Numbers 
I, 2, and 3, are important, or fundamental dif- 
ferences ; the others are conventional varia- 
tions, for indicating the number of cards held 
in the suit. 

1. From A., Q., Kv., and one other below the ten, lead Ace, 
* then Q., then low, if both win. 

From a like suit of five or more, the Ace is led, then 
the lowest of the sequence. 

2. From K., Q., Kv,, and one other below the ten, lead K., 

then Q., then low if both win. 

In a like suit of iive or more, the Kv. is led to force 
out the Ace, even if held by partner. 

3. From Ace and any three others (not K., nor Q. with Kv.), 

lead lowest. 

In like suits of five or more, the Ace is led. 

4. From Q., Kv., 10, and one other below the nine, lead Q., 

then Kv. 

From a like suit of five or more, the Q. is led, then 
the lowest of the sequence. 

5. From Kv., 10, 9, and one other below the eight, lead Kv., 

then the ten. 

From a like suit of five or more, the Kv. is led, then 
the lowest of the sequence. 

Table V. shows the differences in leading 
from suits of four, in trumps and in plain suits. 



44 



DIRECTION XVI. IN DETAIL. 



TABLE V. 

DIFFERENCES OF LEADS FROM SUITS OF FOUR IN TRUMPS 
AND IN PLAIN SUITS. 





THE LEAD IN 


THE LEAD IN 


FROM 


TRUMPS. 


PLAIN SUITS. 


A., K., Q., Kv. 


Kv., then Ace. 


K., then Kv. 


A., K., p., etc. 
A., K., Kv., etc. 


Lowest of seq. 


K., then Q. 


K., and change 


K., then A. 




suit. 


(but see p. 38.) 


A., K., etc., below Kv. 


Lowest. 


K., then A. 


A., Q., lo, etc. 


Lowest. 


Lowest. 


Same, with Kv. at right. 


Q. 




A., Kv., lo, 9. 


9- 


9- 


Same, with Q. at left. 


A., then Kv. 




K., Q., etc., below 10. 
K., Kv., 9. etc. 


Lowest. 


K., then lowest. 




Lowest, /. e., same. 


Same, with 10 at right. 


Kv. 




Q., Kv., 9,etc. 
Same, with 10 at right. 


Lowest. 


Lowest, /. e.^ same. 


Q. 




Kv., 10, 8, etc. 


Lowest. 


Lowest, i. e.^ same. 


Same, with 9 at right. 


Kv. 




10, 9, 8, etc. 


Highest. 


Lowest. 



DIRECTION XVI. IN DETAIL. 
(See p. 21.) 

Return of partner's lead in a plain suit. — 

It is essential to note the qualifications already- 
stated (p. 21), before adopting this lead. 

1. Holding the best card, return it at once. 

2. Holding the second and third best, re- 

turn the highest. Otherwise — 

3. With three or more of the suit, yet re- 

maining in your hand, return the low- 
est. It matters not how many cards 
you may have previously discarded from 
the suit. 



DIRECTION XVIII, IN DETAIL. 45 

If a sequence of four was originally held, and 
the lowest of it played on the first round, the 
highest of it may be returned. 

4. With less than three, return the highest. 

Direction XVII., being specific in its nature, requires no 
treatment in detail. 

DIRECTION XVIII. IN DETAIL. 
(See p. 23.) 

The lead up to a weak fourth hand, or 
through a strong second hand. — The first 
alternative is preferable to the second ; but the 
leader should be wary of inferring a weak fourth 
hand merely from his discard. 

It may be necessary to resort to this lead in 
the following combination of adverse circum- 
stances : 

1. When you cannot continue your own 

strong suit on account of partner's 
weakness in it, or because an adversary 
has renounced. 

2. When you cannot return your partner's 

lead 

a. Because he may not yet have led, or because 

you are out of the suit. 

b. Because you took the first trick in the part- 

ner's suit very cheaply. 

c. Because he evidently led from a short suit 

and you have no strength in it. 

d. Because an adversary has renounced. 



4.6 FORCED LEADS. 

3. When you have not sufficient strength in 
trumps to lead them, or to force your 
partner. 
Under these circumstances, if obh'ged to open 
a fresh suit, you should, as a rule, lead the high- 
est. — See also XX., p. 23. 

Your lead (even if the suit had been led once) 
would be in the hope or expectation of finding 
your partner with some strength in it, and 
would rank in principle with the return of part- 
ner's lead — i. e., to assist him. Therefore : 

1. Holding best card, lead it. 

2. " second and third best, lead highest. 

3. ** second best guarded, lead low one. 

4. In all other cases lead the highest. 

It may happen that the best lead is to con- 
tinue a trump lead of your left-hand adversary 
— i. e.y through the strong hand, and up to the 
weak hand. For instance : 

Suppose your left-hand adversary has led trumps, and his 
partner (weak in trumps) has renounced in yotir partner's 
suit ; your original lead was from a plain suit of four, and 
the high cards in it are marked in the adversaries* hands. 

Then with three trumps remaining, one a high 
one, it might be better to continue the trump 
lead of the adversary rather than to open the 
remaining plain suit, which might be the strong 



DIRECTION XXIII. IN DETAIL. 47 

suit of the weak trump hand. — Compare Direc- 
tion IX., p. 19. 

Directions XIX., XX., XXI., XXII. (see pp. 23-24), are 
either specific in their nature, or may be referred to those 
already given in detail. 

DIRECTION XXIII. IN DETAIL. 
(See p. 24.) 

The lead from a weak suit. — This being one 
of the last resorts of the leader, the object should 
be to do as little harm as possible. The best suits 
to open are about as follows, — the most advan- 
tageous ones being given first : 



I. From Q., Kv., 


, 10, 


lead Q. 




2. " Q., Kv., 


. etc., 


" Q. 


If it wins, then the next 


3. " Kv., 10, 


9. 


" Kv. 


highest. 


4. " Kv., 10, 


etc., 


'• Kv. 





A lead from any one of the above four weak suits would 
be better than a lead from a four-card plain suit headed 
by an eight or nine. — See XXI., page 24. 

5. From A., K., Q., lead K., then Q. 

6. " A., K., etc., " K., " A. 

7. " K.,Q.,Kv.,) lead K., then Q. 

8. " K., Q., etc., ) ^ 

9. " A., Q., Kv., lead A., then Q. 

At about this point of division, it would be better to 
lead from four good trumps than to open one of the fol- 
lowing weak suits of three. — See XXII., p. 24. 



48 DIRECTION XXIV. IN DETAIL. 



In general lead lowest. 

But if there are prooable in- 
dications of strength in the suit 
in partner's hand, lead highest. 



10. From A., Kv., etc. 

11. " K., Kv., etc. 

12. " A., Q., etc. 

13. " A., etc. 

14. " K., etc. 

15. " Q., etc. 

16. " Kv., etc., lead Kv. 

17. " Etc., etc., " highest. 

18. " A., K., only, lead A., then K. 

N.B. — From K., Kv., 10, after leading the ten, if it wins, 
change the suit and wait to be led through. 

A suit of two cards is very disadvantageous 
to lead from. The play could be justified only 
as a forced lead. Concerning the lead from a 
single card in a plain suit, see page 1 1. But 
compare XL, page 20. 

DIRECTION XXIV. IN DETAIL. 
(See p. 24.) 

The lead of trumps from a very poor hand, 
when the score is desperate. 

Lead as explained in VI., /. e., to assist your partner. 
If he does not happen to hold a good hand, the game is 
certainly lost. 

Directions XXV. and XXVI. are fully stated in their place 
in the series on page 25. 

LEADS AND INFERENCES IN PLAIN SUITS. 

Probably the most advantageous method of 
studying the subject of leads — especially in 



LEADS AND INFERENCES, 49 

plain suits — is in association with the inferences 
which are indicated by them. In this way a 
double purpose is served ; for the knowledge 
thus gained is of service to a player leading, 
and will also help him, when third hand, to un- 
derstand his partner's play. 

The following synopsis, with this object in view, is more 
general than any other, since it is not limited by the number of 
cards held in the suit. In separate groups, are shown all the 
cases in which each particular card is led. Then follows a 
summary of the more important points with which every ambi- 
tious whist-player should be thoroughly familiar. 



A. An Ace is led from 

1. Ace, and four or more others (not the 

King). 

2. Ace, Q., Kv., with or without others. 

3. Ace and two others (not the King) ; but only as a 

forced lead, and when there are indications of 
strength in the suit in partner's hand. 

4. Ace and one other ; very rarely, and only as a forced 

lead. Hardly possible that the one other should 
be either the King or the Queen. 

5. Ace, K., and others ; only when the leader has pre- 

viously trumped a suit. 

B. An Ace, followed by King, is not led, except, 

1. When the leader has previously trumped a trick. 

2. From A., K., without others. An extremely rare 



50 LEADS AND INFERENCES. 

play ; since a lead from a very weak suit of three 
would be more advantageous. 

C. An Ace, followed by Queen, is led from 

1. Ace, Q., Kv., and one other below the 

ten. 

2. Ace, Q., Kv., and no more. 

3. Ace, Q., and one more ; as a forced lead, and only 

when there are indications of strength in the 
suit in the partner's hand. 

4. Ace, Q. , without others ; very rare even as a forced 

lead. 

D. An Ace, followed by Knave, is led from 

1. A., Q., Kv., and two more others below 

the ten. 

2. A. , Kv. , and one more ; as a forced lead,, and only 

when there are indications of strength in the suit 
in the partner's hand. 

3. A., Kv., without others ; only as a forced lead. 

E. An Ace, followed by the Ten, is led from 

1. A., Q., Kv. 10. (without the nine). 

2. A., 10, and one more ; as a forced lead, and only 

when there are indications of strength in the suit 
in partner's hand. 

3. A., 10, and no more (forced lead). 

F. An Ace, followed by the Nine, is led from 

1. A., Q., Kv., 10, 9, with or without 

others. 

2. A., Q., 10, 9, and one or more others 

below the eight. 



LEADS AND INFERENCES. 5 1 

3. A., Kv., 10, 9, and one or more others 

below the eight. 

4. Ace, nine, and one other ; as a forced lead, but only 

if there are indications of strength in the suit in 
partner's hand. 

5. Ace, nine, and no more (forced lead). 

G. An Ace, followed by a low card, is led 

from 

1. Ace, and four or more others (not K., 

nor Q. with Kv.). 

2. Ace, and two others ; as a forced lead, but only if 

there are indications of strength in the suit in the 
partner's hand. 

3. Ace, and one other (forced lead). 

II. 

A. A King is led from. 

1. Ace, K., and two or more others (which 

may include Q., or Kv., or both). 

2. K., Q., and two or more others (which 

may include Kv. and one other below 
the ten, but not Kv. with the ten, nor 
Kv. with two or more others). 

3. Ace, K., and one other (forced lead). 

4. K., Q., and one other (forced lead). 

5. K., and one other (forced lead). 

B. A King is led, and then suit changed, from 

A., K., Kv., with or without others, and 
without a good trump suit. 



52 LEADS AND INFERENCES. 

C. A King, followed by Ace, is led from 

1. A., K., Kv., with or without others, but 

with strength in trumps. 

2. A., K., and two or more others, below 

the Kv. 

3. A., K., and another (forced lead). 

D. A King, followed by Queen, is led from 

1. A., K., Q., and one or more others, be- 

low Kv. 

2. K., Q., and two or more others ; which 

may include Kv. and one other below 
the ten, but not Kv. with the ten, nor 
Kv. and two others below the ten. 

3. A., K., Q., without others. 

4. K., Q., and one other (forced lead). 

5. K., Q., only (forced lead, and very rare). 

E. A King, followed by Knave, is led from 

1. A., K., Q., Kv., with or without others. 

2. K., Kv., and one other below the ten ; forced lead, 

and only if there are indications of strength in the 
suit in the partner's hand. 

3. K., Kv., without others (forced lead). 

F. A King, followed by the Ten, is not led, ex- 

cept from 

1. K., 10, and one other ; forced lead, and only if there 

are indications of strength in the suit in partner's 
hand. 

2. K., 10, and no more (forced lead). 



LEADS AND INFERENCES. 53 

G. A King, followed by the Nine, is led from 

1. K., Q., 10, 9, without others. 

2. K., 9, and another ; forced lead, and only if there 

are indications of strength in the suit in partner's 
hand. 

3. K., 9, and no more (forced lead). 

H. A King, followed by a low card, is led from 

1. K., Q., and two or more others (but not 

Kv.). 

2. K. , and two others ; forced lead, and only if there 

are indications of strength in the suit in partner's 
hand. 

3. K., and another (forced lead). 

III. 

A. A Queen is led from 

1. Q., Kv., 10, with or without others. 

2. Q., Kv., 9, and three or more others. 

3. Q., Kv., and one other. 

4. Q. , and two others below the Kv. ; forced lead, and 

only if there are indications of strength in the suit 
in partner's hand. 

5. Q., and one other (forced lead). 

B. A Queen, followed by the Ace, or King, is 

never led from plain suits. 

C. A Queen, followed by Knave, is led from 

I. Q., Kv., 10, and no more, or with one 
more below the nine. 



54 LEADS AND INFERENCES, 

2. Q., Kv., 9, and three or more others. 

3. Q., Kv., and one low one. 

4. Q., Kv., without others (forced lead). 

D. A Queen, followed by the Ten, is led from 

1. Q., Kv., 10, and two or more others be- 

low the nine. 

2. Q., 10, and another ; forced lead, and only if there 

are indications of strength in the suit in the 
partner's hand. 

3. Q., 10, and no more (forced lead). 

E. A Queen, followed by a Nine, or a lower 

card, is led from 

1. Q., Kv., 10, 9, etc.; i. e.y the whole se- 

quence included between the two 
cards led. 

2. Q., the low card led, and another ; as a forced lead, 

and only if there are indications of strength in 
the suit in partner's hand. 

3. Q., and the low card led, but no more (forced lead). 

IV. 

A. A Knave is led from 

1. K., Q., Kv., and two or more below the 

ten. 

2. Kv., 10, 9, with or without others. 

3. Kv., 10, and one low one. 

4. Kv., and one or two low ones (forced lead). 



LEADS AND INFERENCES. 55 

B. A Knave, followed by the Ace, is never led 

from plain suits. 

C. A Knave, followed by the K., or Q., is only 

led from K., Q., Kv., and two or more 
others below the ten. 

See page 41, 6. 

D. A Knave, followed by the Ten, is led from 

1. Kv., 10, 9, and one or no more (not the 

eight). 

2. Kv., 10, and a low one. 

3. Kv., 10, and no more (forced lead). 

E. A Knave, followed by the Nine, is led from 

1. Kv., 10, 9, and two or more others be- 

low the eight. 

2. A short suit containing one or no more. 

F. A Knave, followed by the Eight, or a lower 

card, is only led from 

1. Kv., 10, 9, 8, etc.; i. ^., the whole se- 

quence down to the low card led. 

2. A short suit containing one or no more. 

V. 

A. The Ten is led from 

1. K., Q., Kv., 10, with or w^ithout others. 

2. K., Kv., 10, 

3. Ten, and one or two others. But see p. 38. 



56 LEADS AND INFERENCES, 

B. The Ten, followed by Ace, or King, is not 

led. 

But see p. 41, 5. 

C. The Ten, followed by Queen, is led only 

from K., Q., Kv., lo, with or without 
others. 

D. The Ten followed by Knave is not led. 

But compare p. 41, 5. 

E. The Ten followed by a lower card, is not 

led except from a short suit (but see p. 
38), or from K., Kv., lO, etc. 

F. The Ten is led, and if it wins, the suit 

changed, from K., Kv., 10, without 
others. 

VI. 

A. The Nine is led from 

1. A., Q., 10, 9, without others. 

2. A., Kv., 10, 9. 

3. K., Kv., 10, 9, with or without others 

(below the eight). 

4. A short suit. But see also p. 38. 

VII. 

A. A low card is led from 

I. A suit of four or more, which may con- 
tain Ace with Q., or K. with Kv., or 



SUMMARY OF LEADS AND INFERENCES. 57 

Q. with Kv., or only one honor, or no 
honors. 

2. A short suit. 

A SUMMARY OF 
LEADS AND INFERENCES IN PLAIN SUITS. 

This summary ignores the exceptional cases, 
and assumes the lead to come from a suit of 
four or more, or from an advantageous short 
suit. 

The general inference that can be deduced 
from the fact that the leader selects a plain suit 
from which to lead instead of the trump suit, is 
that he is weak in trumps ; or if moderately or 
very strong in trumps, that he is weak in plain 
suits, or at least not strong in more than one 
plain suit. 



THE LEAD. 



THE INFERENCE. 



Ace, which is lost to 
a trump 

Ace, then King 

Ace, then Queen 

Ace, then Kv . 
Ace, then the ten . 
Ace, then the nine . 
Ace, then a low card, 

K., and the suit 

changed . 
K., lost to Ace . 
K., trumped 



Leader has four or more others ; not K, 
If the winner lead a trump, he has a strong 
trump suit ; otherwise, not. 
Leader has no more, unless he had previously 

trumped a suit. 
Leader has Kv., and one more below the ten, or 

no more. 
Leader has Q., and two or more below the ten. 
" " g., Kv. 

" " the 10 with Q., or K v., or both. 
" " three more, but not K., nor Q. with 
Kv. 

Leader has A., Kv., and is short in trumps. 
" " Q. and others. 
" " A., or p., perhaps both. 



58 SUMMARY OF LEADS AND INFERENCES. 



THE LEAD. 


THE INFERENCE. 


K., then Ace . 


Leader has two or more others. If he is short 




in trumps he may have the Kv. 




K., then Q. . '. 


Leader may have Ace ; or he may have Kv 
one other only. 


and 


K., then Q., then a 






low caid 


Leader has Kv. only left. 




K.,thenKv. . 


" A., and Q. 




K., then the ten 


Leader has only one or no more. 




K., then the nine 


" " Q. and the ten. 




K., then a low card . 


" " Q., and one more above the 
card led. 


low 


Q.,led . . . 


Leader has not Ace nor King, but has Kv. 
probably the ten. 


and 


Q., lost to Ace in 






second hand . 


King lies in third or fourth hand. 




Q., lost to Ace in 






fourth hand , 


King lies in second or third hand. 




Q., won by K., in 






second hand . 


Adversaries have Ace also. 




Q., won by K., in 






fourth hand . 


Position of Ace doubtful. 




Q., then A. or K. . 


Bad play. 

Leader has ten with one other only ; or he 




Q., then Kv. . 


may 




have the nine and three others. 




Q., then the ten 


Leader has Kv,, and two or more below the 


p., then the nine 
Kv., then the Ace . 


eight. 
Leader has the Kv., lo, or a short suit. 




Bad play. 

Leader had K., Q., Kv., and two or more b 




Kv., then K., or Q, . 


slow 




the ten. 




Kv., then the ten . 


Leader has the nine and one other below the 


Kv„ then the nine . 


Leader has the ten and two or more others. 




Kv., then the eight . 


Leader has the ten and nine. 




Ten, then the A., or 






K 


Bad play. But see p. 41, 5. 




Ten, then the Q. 


Leader has K., Kv., also. 




Ten, then Kv. 


Bad play. But see p. 41, 5. 




Ten, then the nine or 






a lower card 


Leader probably has K., Kv. 




Ten, and if it wins, 






the suit changed . 


Leader has K., Kv., without others. 




Nine .... 


Leader has the ten, and two honors not in 
quence, or else a short suit. 


se- 


A low card 


Leader has probably three more, which may in- 




clude A., Q. ; or K., Kv., or Q., Kv. ; or 


any 




single honor. 





THE SECOND HAND. 



I. — IN PLAIN SUITS. 

The play of the second hand, in general, de- 
pends on the strength (in the suit led) which 
the player holds in his hand. Next to this, the 
value of the card led, whether high or low, de- 
termines the play. Other causes of variation 
may be mentioned. 

1. A special desire' to obtain the lead. 

2. Weakness in trumps. See play from A., Q., and 

three low ones (p. 6i, C, 8). 

3. When a suit is opened toward the end of a hand. 

A. 

When an honor is led.— The rule once in 
vogue to cover an honor led is now very much 
modified. The modern play is to cover the 
honor led in the following cases : 

I. With Ace, either with or without other 
honors in the suit. 

With A., and Q., play Ace even on Kv. led. (Note 
that with K., Q., etc., the Kv. should be passed.) 

50 



6o THE SECOND HAND, — IN PLAIN SUITS. 

2. With a fourchette, i. e., the next higher 
and the next lower, than the honor led. 
In other cases play a low card. The only- 
exceptions refer to the play late in the hand. 
Thus : 

1. When a strengthening honor is led, and you hold 

one higher honor and only one or two low ones, 
play the honor. 

2. With Ace and Q., the play of Q. on Kv. led might 

be ventured. 

3. Do not play A. on Kv., Q., or even K., of a freshly 

opened suit, led by an adversary who has all the 
remaining trumps. — See Deschapelle's Coup, 
p, 24. 

4. With Ace and four small ones of a suit not yet led, 

and holding the last trump, do not put Ace on 
adversary's K. or Q., even if they are led sepa- 
rately. 
N.B. — With Queen and one other, throw the Queen to 
King led, if you wish to signal for trumps. 

B. 

The lead of ten, nine, or eight calls for 
the same play from the second hand, as a low 
card led. A few slight variations only : — 

1. From Q. and one low one, play Q. on ten (perhaps 

on nine) led. 

2. From Kv., 9, etc. (a fourchette), play Kv. on ten led. 

3. From K. and one other, play K. on nine led. 

4. From K., 9, without others, play K. on eight led. 



THE SECOND HAND. — IN PLAIN SUITS. 6 1 

c. 

When a low card is led, the general rule 
is to PLAY SECOND HAND LOW. The causes, 
above enumerated, determine the variations. 

1. With any head sequence of three, "" 

containing an honor, 

2. With a head sequence of two, be- 

ginning with A. or K., 

3. Withanyotherhead^ with one l "of the 



sequence of two, V other, 
down to 10, 9, J 
From the strong tenaces 
A., Q., Kv., etc.,- 
K., Kv., lo, etc., 



sequence 
(even from A., K., 
Kv., etc.). 



5. From A., Q., 10, without others, 

6. From A., Q., 10, etc., if strong \- play the ten. 

in trumps, 

7. From A., Q., 10, etc., if weak in 



trumps, j 



8. From A., Q., and three low ones, f play Queen. 

if weak in trumps, I 

9. From Ace and four or more small ones, play Ace if the 

game be critical, and you are weak in trumps, or if 
you suspect a single- card lead. 
ID, With one honor, singly guarded, play the honor, if you 
specially want the lead. 

From A., Q., only, in the suit led ; also from 

K., Kv. ; play the highest honor, if you 

want the lead. 

II. At the tenth trick, when, in trumps, you hold best 

and third best, or second best, g^uarded, over 

your rightrhand adversary, always play your highest 



62 THE SECOND HAND.— IN PLAIN SUITS. 

card of a plain suit led by him. Throw King to Ace 
led, even when you have another low one. 
12. Toward the end of a hand, if a suit led can go round 
but once, play the Ace second hand. 

In all other cases, when a low card is led, 
the second hand should play low, following 
the general rule. This will include : 

1. No cases of more ) 

and > than two honors. 

2. All cases of less ) 

Except Kv., lo ; or 10,9; with one other. But 
see, under C. above, 9, 10, ii, and 12. 

3. With two honors, the following : 

a. A., Q., with less than three low ones, below the 

ten. 

b. A., Q., with three or more low ones below the ten, 

and with strength in trumps. (See C, 6.) 

c. A., Kv., etc. It is useless to play the Knave even 

if with the ten. 

d. K., Kv., etc.. ] 

e. Q., Kv., with two [ 

or more low ones J 

The signal for trumps. — When the player, 
second hand, passes a high card led, or plays 
low to a low card led, he should ordinarily 
play his lowest. 

But when the player has such strength in 
trumps and in plain suits, either combined or 
separate, as to be able to play a forward game 



THE SECOND HAND. — IN PLAIN SUITS. 63 

even without his partner's support, if only the 
partner can bring in trumps, — in such case, he 
should signal for trumps, i. e., he should play 
an unnecessarily high card ; which, being fol- 
lowed in a later round by a lower card, will 
enable the partner to infer his strength. 

To trump a trick and thereafter to lead or 
play a lower trump, is a form of the signal : it 
indicates at least five originally in the hand. 

It is very important that the partner should 
not confound the regular play of the second 
hand, from 

Q., Kv., and one other, 
Kv., 10, " " " 
10, 9, «« «' 

with the signal for trumps. When the low card 
falls on the second round, it is not a signal for 
trumps unless the partner can infer that the 
second hand has not the next higher than the 
card first played. To signal for trumps the 
higher card of the sequence should be played 
in the first round. 

To warrant a signal for trumps, the player 
requires-^greater strength than to lead trumps 
originally, and especially so if the adversaries' 
score is low. He should hold at least four 
trumps, two being honors ; or five trumps, one 
being an honor. Moreover, he should hold one 



64 THE SECOND HAND. — IN PLAIN SUITS. 

very long plain suit, or good cards in all the 
plain suits. 

When the player's score is desperate, some- 
what less strength will warrant the signal. 

When only one or two tricks are needed to win 
or save the game, a signal for trumps is especially 
hazardous, except from commanding strength. 

But a player (generally third hand) might 
signal on less strength, if his partner's lead evi- 
dently shows a strong plain suit. 

The Echo. — Exactly the same convention 
as the signal for trumps — i. e., an unnecessarily 
high card played to a trick, followed by a lower 
card in a later round — constitutes the echo, if 
adopted 

1. After partner has led, or begun to lead, 

trumps. 

2. After he has signaled. 

3. After he has refused to trump or to over- 

trump. 

4. After he has led a card to force you, his 

partner. (But compare Direction II., 2, 

page 16.) 
Four trumps, however small, held origi- 
nally, are sufficient to warrant the echo. It 
enables the partner with the long trumps to 
infer with almost certainty the position of every 
trump out after the second round. 



THE SECOND HAND. — IN PLAIN SUITS. 65 

THE PLAY OF THE 
SECOND HAND AFTER THE FIRST ROUND, 

As a general rule, play the best card of a 
suit, if you hold it. 

With great strength in trumps, you might pass the trick 
and give your partner a chance to take it. 

Especially may you hold up the best card, when the 
second lead of your long suit comes from an adversary 
after trumps are out. In such a case, play the third best, 
if you hold it. 

So, also, in any case, play the tihird best, if the second 
best is probably in the leader's hand. 

With second best, singly guarded, play the 
higher card, if the adversaries are showing a 
strong hand. 

At the tenth trick (as in C, 11, p. 61), when, in trumps, you 
hold best and third best, or second best, guarded, over 
your right-hand adversary, always play your highest card of a 
plain suit led by him. Throw King to Ace led, even when 
you have another low one. 

THE PLAY OF 
THE SECOND HAND RENOUNCING. 

The second hand, renouncing, has a choice — 
often difficult — between two plays, namely : to 
discard, and to trump the trick. Several things 
affect the choice : (i) the card led, whether the 
best in the suit or a low one ; (2) the strength 
or weakness of the player's hand in trumps ; (3) 



66 THE SECOND HAND. — IN PLAIN SUITS. 

the strength of the player's hand, and some- 
times of his partner's hand, in plain suits. 

When a winning card is led, and especially 
when the adversary leading has complete com- 
mand in the suit, it is generally right to trump 
the trick. Note the exception in 4, below. 

1. With six trumps, or with five trumps and an estab- 

lished suit, the second hand should trump in, and 
then lead trumps. So, also, with five trumps 
and commanding cards in plain suits. 

In this case, the player should trump with 
the lowest but one, so that the partner may 
infer his strength when the signal is completed. 

2. With five trumps, without an established suit or a 

powerful hand, it is generally best to trump the 
trick, but not thereafter to lead trumps. 

3. When a player and his partner are weak in plain 

suits, and can only play a defensive game, either 
should trump then from four and even five 
trumps, but should not thereafter lead trumps, 

4. With four trumps, as a rule, pass a winning card 

led, unless partner has signaled. Especially 
pass the trick when you have a good suit hand, 
or one very strong suit, or an established suit, 
and your partner has not shown strength in 
trumps. 

5. With three trumps, or less, trump freely. If the 

third hand can also trump the trick, but partner 
still holds out in the suit, play a high trump, the 
Ace, if necessary. 

When a low card is led, and it is uncer- 
tain whether your partner can win the trick, 



THE SECOND HAND. — IN PLAIN SUITS. 6/ 

the general rule is : With fair strength in plain 

suits, DO NOT TRUMP A DOUBTFUL CARD 
UNLESS YOU ARE WEAK IN TRUMPS. 

Without such strength in plain suits, and especially if 
partner is also weak in them, only a defensive game can be 
played, and you may trump freely even from four or five. 

When weak in trumps, and in two suits not likely to 

get the lead, but with a splendid suit which is not likely 

to be led, the second player should trump to get the lead 

even if he knows his partner can take the trick, especially 

if his partner's high card is probably sure of a trick in a 

later round. 

Also, from great strength in trumps, six in all ; or with 

five good trumps and an established suit (or, perhaps, with 

commanding cards if the adversaries have not signaled) ; the 

second player may trump a doubtful trick and then lead 

trumps. 

N.B. — Do not play the last trump on the second round of 
an adversary's suit. 

The principles governing the appropriate 
discard, when the second player, renouncing, 
adopts this choice instead of trumping, will be 
found on page 80. 

11. — IN TRUMPS. 
THE PLAY OF THE SECOND HAND. 

On this point the authorities are not so ex- 
plicit as might be desired. One rule, however, 
is of prime importance, TO RETAIN THE COM- 



68 THE SECOND HAND. — IN TRUMPS. 

MAND IN TRUMPS AS LONG AS POSSIBLE, either 
in your own or in your partner's hand. For 
this reason it is often right to leave the chance 
of the first trick to your partner. But if you 
are weak, and your partner evidently so, stop 
the lead, at considerable hazard, especially if 
you have strong suits. 

A. 

When an honor is led, the ordinary play 
is much the same as in plain suits. But the two 
opposite principles of stopping, the lead and 
retaining the command may conflict to such a 
degree, as to leave the play a matter of choice. 
The following, however, may be given as 
always applicable : 

1. With A., K., Q., play lowest of the sequence. 

2. With a fourchette, i. e., the next higher and the 

next lower than the card led, cover the honor 
led. 

3. With K., or Q., as the only honor, pass the trick ; 

but play the honor on a strengthening honor led. 

4. With K., or Q., singly guarded, play the honor if 

you wish to stop the lead. 
In other cases, follow the rules given for the play of second 
hand in plain suits. 

With four in the suit it is allowable to pass, either to 
retain the command, or to give partner a chance to take 
the trick. 



THE SECOND HAND. — IN TRUMPS. 69 



When a low card is led, the general rule 
is to PLAY SECOND HAND LOW, unless it is 
essential to stop the lead of trumps. But — 

T. With three honors, or a sequence of three at the 
head, play lowest of the sequence. But play 
Ace, if King is turned up at the left. 

2. With two honors and the ten, play the ten. 

3. With K., Q., and one other, 1 

" Q., Kv., " " " ! Play the lowest of 
" Kv., 10, " " " I the sequence. 
" 10, 9, " " " J 

With A., K., and one or more low ones ; also 
from K., Q., and two more low ones, play low. 

4. With either A., K., or Q., and one low one, play 

high if you wish to stop the lead of trumps. But 
with Q. and another, play low if A., or K., be 
turned up to partner. 

5. With Q., singly guarded, play the Q. on ten led. 

6. With K., or Q., singly guarded, and superior honor 

at the right, play high ; but with the honor at 
the left, play low. 

7. With K., or Q., turned up, singly guarded, play the 

honor. 

THE GRAND COUP. 

If you have five trumps, be on the look-out for an opportunity 
of playing the grand coup ; especially if a trump is led at your 
right. This consists in getting rid of a useless trump. 

(i) By trumping a partner's trick, or — 

(2) By under-trumping a trick already trumped by partner. 



70 THE SECOND HAND. — IN TRUMPS. 

The object of the Coup is to place the lead in your partner's 
hand at the eleventh trick ; as, for instance, when you will then 
remain with a major tenace, or second best guarded, in 
trumps, over your right-hand adversary. 

Another form of the Grand Coup consists in playing a low 
trump on a trick already trumped by an adversary, instead of 
discarding a winning card of a plain suit which must ultimately 
be led to you by the adversary holding the long trumps. 

THE PLAY OF THE SECOND HAND IN TRUMPS 
AFTER THE FIRST ROUND. 

With best and two or more others, and 
especially with good cards in plain suits, play 
low second hand. 

With third best (and others), play the third 
best, if led through. 

In general, play to retain the command as 
long as possible ; and, if weak in trumps, to as- 
sist your partner as much as possible. 



THE THIRD HAND. 



I. — IN THE FIRST ROUND. 

In general, PLAY THIRD hand high (or the 
lowest of a high sequence). 

But not, of course, if such card be in sequence with the 
card led. 

As a rule, do not finesse in partner's suit, and 
especially not in the first round of trumps led 
by him. But in the following cases (in plain 
suits unless otherwise stated), the third hand 
should play as follows. 

A. On King led : 

1. Late in the hand, with Ace and another of a suit not 

yet led, and no winning cards, the third hand 
should play the Ace on partner's King, and re- 
turn the low one. — See p, 74. 

B. Play low on Queen led : 

2. From Ace and others. But not if one trick only is 

wanted to win or save the game. 

C. Play low on Knave led : 

3. From A., K., etc., with strength in trumps, and a 

good hand. 

71 



72 THE FLA Y OF THE THIRD HAND. 

4. From K., as the only honor. 

5. From Ace and two or more others in plain suits. 

6. From Ace and even one other in trumps. 

D. Play low on the ten led : 

7. From Queen and low ones. 

8. From any two honors not in sequence and other low 

ones. 

"With A., Q., etc., play Ace if you want the lead, 
otherwise pass the trick. 
N.B. — With Ace and low ones, play Ace on the ten led. 

E. Play low on the nine led : 

9. From K., Kv. , etc., if strong in trumps. If you want 

the lead, play Kv. 

F. Play low on the eight led : 

10. From Kv. , 9, etc. If you want the lead, play the 

nine. 

G. Play low on a low card led : 

11. From K., as the only honor, in trumps, if you want 

but one trick to win or save the game. 

Note also the following special plays, which 
should not be neglected : 

1. With A., Q., etc., play Queen on a low card led. 

But do not finesse even in this case if but one 
trick is needed to win or save the game. 

2. With A., Kv., etc., in trumps, and an honor turned 

up at the right, play the Knave, if it covers the 
play of the second hand. 

3. At the tenth trick, — trumps all out, — do not play A., 

on second player's Q. , this being the first round 
of the suit. 



THE PLA V OF THE THIRD HAND. 73 

The Signal for trumps. — When you play- 
low third hand, or are unable to win the trick, 
play your lowest, unless necessary to play other- 
wise in order to get out of the way in your part- 
ner's suit ; or, unless you wish to signal for 
trumps, or to echo. These subjects are fully 
considered on p. 74 and on pp. 62 and 64. Note 
the statement that the third hand may signal 
from comparatively less strength in trumps, if 
his partner's lead shows a very strong plain suit. 

II. — AFTER THE FIRST ROUND. 

Finessing. — General principles in regard to 
finessing must be taken with considerable al- 
lowance. The proper play largely depends on 
the inferences drawn from the fall of the cards 
and somewhat on the score and the strength ot 
the hand. The following, however, may be 
given. 

1. With best and third best, finesse if strong in trumps ; 

but not if second hand renounces, or if partner 
won the first trick cheaply, third hand ; nor if 
one trick wins or saves the game. 

2. With second and fourth best, finesse, especially if 

the winning card be at your left. 

3. At the eleventh trick, win it, even over partner's 

certain winning card, if there are out four trumps, 
held between your left-hand adversary and 
partner. 



74 THE FLA Y OF THE THIRD HAND. 

Getting rid of the command in partner's 
suit. — When the third hand holds four cards in^ 
his partner's strong suit, it is very important 
that he should not retain the command in it, so 
as to block his partner's game ; but that he 
should get out of his partner's way by at least 
the third round. Therefore : 

1. In the third round (if not before) he 
should play his highest, even if the trick 
already belongs to the partner, or if an 
adversary has trumped it. 

a. If (of the four) the two highest are in sequence, he 

should begin to get out of the way in the second 
round by playing his second best, so that he may 
play the best in the third round. 

b. If (of the four) the three highest are in sequence, he 

should begin to get out of the way in the first 
round by playing the lowest of the three in 
sequence. 

2. If the third hand holds Ace or King, with 
one or two others in his partner's strong 
suit, he should play the Ace or King 
whenever he is left with but one small card 
besides ; and he should play thus even if 
the trick already belongs to partner, or if 
an adversary has trumped it. Compare C, 
4 and 5, p. 72. 

But before playing in this way, the third hand should 



THE FLA V OF THE THIRD HAND. 75 

be certain that his partner is leading from a strong suit 
— i. e. : 

1. Five or more. 

2. Four, with a sequence of three at the head. 

This will be evident at least by the second or third 
round : 

1. If he leads Ace of a plain suit originally. 

2. If he leads a penultimate. 

3. If he leads Q., or Kv., of a plain suit originally. 

When Kv. is led, the direction applies princi- 
pally to the play of Ace by the third hand. 

N. B.— This play of the third hand will 
often enable the leader to count his part- 
ner's hand. Thus, when the third hand 
takes his partner's trick with A., or K., or 
throws the highest of the suit when an 
adversary has trumped the trick, it will be 
evident that he holds but one more of the 
suit. 

3. The same principles apply to a leader who 
leads from four, when the fall of the cards 
shows that his partner may have five in 
the suit — i. e. : 

When you lead a low card from Ace, Q., etc., 
and the second hand renounces, and partner plays 
the nine, which brings down K., from the fourth 
hand. Partner must have Kv., 10, and possibly 
two more. 

4. Late in a hand, with Ace and another in 
one suit not yet led, and no other winning 



'J 6 THE FLA Y OF THE THIRD HAND. 

cards, the third hand should play Ace 
on partner's K., and return the low one. 

THE PLAY OF THE 
THIRD HAND RENOUNCING. 

In general, the same principles apply as in 
the case of the second hand renouncing. 

1. With six trumps (if necessary in order to win the 

trick), you may trump in and then lead trumps. 

2. So, also, with five trumps and an established suit. 

3. With four trumps, and a strong hand, 
or a very strong suit, or an established 
suit, do not trump to win, or over- 
trump the previous hand, unless your 
partner is evidently forcing you, or un- 
less the left-hand adversary is evidently 
strong in trumps. 

4. With four trumps and a weak hand, trump a losing 

card led by partner. So, with five small trumps 
and a weak hand, if partner, also, evidently has 
no good suit. 

5. With weakness in trumps (three or less), trump 

freely, if necessary in order to win the trick. 

6. Pass a " thirteener " if your partner is weak in 

trumps ; if he is strong, play as upon a trump 
led. 

7. Do not trump partner's King (led originally). Let 

the fourth hand play the Ace, if he holds it. 

8. Do not play last trump on second round of an ad- 

versary's long suit. 



THE FLA Y OF THE THIRD HAND. 



77 



g. At the eleventh trick, holding best and fourth-best 
trumps, do not overtrump a right-hand adver- 
sary who has trumped with second or third-best 
trump and still holds the other. 

One of the first habits of memory to form in whist is to note 
when a suit goes around three times, and is renounced only by 
one player on the third round. Evidently two of the suit then 
remain out. 

If the higher is led, through the player (second hand) who 
just renounced, and he declines to trump it, the leader's part- 
ner (third hand) should not trump the trick : 

(i) If the suit was originally led by the fourth hand ; 

nor 
(2) If the suit was originally led by the partner, and 

he did not indicate five in his hand. 
In each of these cases, the fourth hand must hold the 
thirteenth and lower card of the suit. 
If the indications plainly show that the leader had five origi- 
nally, or that the fourth hand has none left, then the third 
hand should trump high, if at all. Without such indications, 
the third hand may trump low. But in both cases he may 
decline to be forced (see 3 above). 



THE FOURTH HAND. 



In general, the play of the fourth hand is to 
win the trick if against him, and to win it as 
cheaply as possible. 

By winning with a highest of a sequence and returning 
the lowest, it can be shown that the player has the re- 
mainder of the sequence. 

Sometimes it is necessary to win a trick 
already belonging to partner, in order to get 
out of his Avay in a suit in which he holds good 
cards, or to lead up to a weak fourth hand ; as, 
for instance : 

When, late in the hand, a suit is led which is evidently 
your partner's, and in which you hold King and one 
small one, play the King even if the trick is already^ 
your partner's. Then lead the low through the strong 
second hand, and up to the weak fourth hand. 

Toward the end of a hand you may refuse 
to win a trick, in order to get the left-hand 
adversary to lead up to your tenace, or guarded 
second. Compare 9, p. 'jj. 

Refuse to win a trick if by so doing you give up your sole 
power of re-entry, — ^when by retaining the card of re-entry, 
78 



THE PLAY OF THE FOURTH HAND. 



79 



you would have a chance to get the lead after trumps were 
out, and thus to make two or more tricks. 

The fourth hand, renouncing, should gener- 
ally trump the trick. But (compare 3, p. y6) 
he should refuse to win a trick, and thus to 
spoil his hand by giving up his strength in 
trumps, especially if his partner has shown a 
weak hand. 

N. B. — Do not play last trump on the second round of an 
adversary's long suit. - 



THE DISCARD. 



In general, discard from your weakest suit. 
But if trumps are declared against you, 

either by a lead, or by a call for trumps, discard 
from your strongest suit, in order to inform 
your partner. 

But if your partner neutralizes the adversaries' strength 
in trumps by a call for trumps, discard from your weakest 
suit. 

If trumps are led by an adversary evidently from a 
weak suit, discard from your weakest suit. 

Suppose eleven trumps fall to adversaries' lead in three 
rounds, and it is necessary that your partner should hold 
the highest in order for you to win or save the game, dis- 
card from your weakest suit. 

In discarding from a weak suit do not un- 
guard an honor, nor blank an ace, especially 
in an adversary's suit ; moreover, early in the 
hand, do not discard a singleton, unless your 
partner is strong in trumps. 

If your left-hand adversary will have the 
lead next round, a discard from a suit in which 
you hold a tenace, may deceive him into lead- 
ing up to it. 

80 



CONCLUSION. 8 1 

With complete command of a suit, you may- 
discard the highest, if you wish to inform your 
partner of the fact. 

If your discard must be from one of two 
suits containing the same number of cards, 
discard from the one in which you will be left 
best protected. 

Frequently the most advantageous use that 
can be made of an opportunity for discarding 
will be to get rid of the command in the part- 
ner's suit. See p. 74 



CONCLUSION. 



One last word to characterize as a delusion 
the idea that any one can learn to play whist 
from a book. To become a whist-player, one 
must learn to see what is taking place before his 
eyes, and to cofnprehend the meaning of it. 
When facts are seen and understood, no effort 
is required to remember them. 

It is utterly useless then, perhaps worse — 
confusing, — -to attempt to commit to memory 
any direction herein stated, before one is in the 
habit of recognizing the situation to which it 
refers. The beginner in whist will get most 
advantage from this book by reading it solely 
for the purpose of getting some idea of what 
he is to look for in the progress of a game. 

The author of this compilation has not 
intended to introduce any thing into it that is 
not supported by good authority. In the 
statement of so many general and specific direc- 
tions, he cannot hope to have escaped errors 
and omissions. Indulgence is asked for them, 
82 



CONCLUSION. 83 

in the hope that the work may challenge such 
friendly criticism among lovers of whist, that 
they may be pointed out and corrected in a 
later edition. 



THE LAWS OF WHIST. 



85 



THE LAWS OF WHIST. 



VERBATIM FROM THE CLUB CODE. 

THE RUBBER. 

1. The rubber is the best of three games. If 
the first two games be won by the same players 
the third game is not played. 

SCORING. 

2. A game consists of five points. Each 
trick, above six, counts one point. 

3. Honors, /, ^., Ace, King, Queen, and Knave 
of trumps, are thus reckoned : 

If a player and his partner, either separately 
or conjointly, hold — 

I. The four honors, they score four points. 
II. Any three honors, they score two points. 
III. Only two honors, they do not score. 

4. Those players, who, at the commencement 
of a deal, are at the score of four, cannot score 
honors. 

5. The penalty for a revoke^ takes prece- 

* Vide Law 72. 
87 



88 THE LAWS OF WHIST. 

dence of all other scores. Tricks score next. 
Honors last. 

6. Honors, unless claimed before the trump 
card of the following deal is turned up, cannot 
be scored, 

7. To score honors is not sufficient ; they 
must be called at the end of the hand ; if so 
called, they may be scored at any time during 
the game. 

8. The winners gain — 

I. A treble, or game of three points, when their adver- 
saries have not scored. 
II. A double, or game of two points, when their adver- 
saries have scored less than three. 
III. A single, or game of one point, when their adver- 
saries have scored three, or four. 

9. The winners of the rubber gain two points 
(commonly called the rubber points), in addition 
to the value of their games. 

10. Should the rubber have consisted of three 
games, the value of the losers* game is deducted 
from the gross number of points gained by 
their opponents. 

11. If an erroneous score be proved, such 
mistake can be corrected prior to the conclusion 
of the game in which it occurred, and such game 
is not concluded until the trump card of the 
following deal has been turned up. 



THE LAWS OF WHIST. 89 

12. If an erroneous score, affecting the amount 
of the rubber,* be proved, such mistake can be 
rectified at any time during the rubber. 

CUTTING. 

13. The ace is the lowest card. 

14. In all cases, every one must cut from the 
same pack. 

15. Should a player expose more than one 
card, he must cut again. 

FORMATION OF TABLE. 

16. If there are more than four candidates, 
the players are selected by cutting ; those first 
in the room having the preference. The four 
who cut the lowest cards play first, and again 
cut to decide on partners ; the two lowest play 
against the two highest ; the lowest is the deal- 
er, who has choice of cards and seats, and, hav- 
ing once made his selection, must abide by it. 

17. When there are more than six candidates, 
those who cut the two next lowest cards belong 
to the table, which is complete with six players ; 
on the retirement of one of those six players, 
the candidate who cut the next lowest card has 
a prior right to any after-comer to enter the 
table. 

* E. g. if a single is scored by mistake for a double or treble 
or vice versd. 



90 THE LAWS OF WHIST. 

CUTTING CARDS OF EQUAL VALUE. 

1 8. Two players cutting cards of equal value,* 
unless such cards are the two highest, cut 
again ; should they be the two lowest, a fresh 
cut is necessary to decide which of those two 
deals.f 

19. Three players cutting cards of equal value 
cut again ; should the fourth (or remaining) 
card be the highest, the two lowest of the new 
cut are partners, the lower of those two the 
dealer ; should the fourth card be the lowest, 
the two highest are partners, the original lowest 
the dealer.if 

* In cutting for partners. 

f Example : A three, two sixes, and a knave are cut. The 
two sixes cut again, and the lowest plays with the three. 
Suppose at the second cut, the two sixes cut a king and a 
queen, the queen plays with the three. 

If at the second cut a lower card than the three is cut, the 
three still retains its privileges as original low, and has the 
deal and choice of cards and seats. 

\ Example : Three aces and a two are cut. The three aces 
cut again. The two is the original high, and plays with the 
highest of the next cut. 

Suppose at the second cut, two more twos and a king are 
drawn. The king plays with the original two, and the other 
pair of twos cut again for deal. 

Suppose instead, the second cut to consist of an ace and two 
knaves. The two knaves cut again and the highest plays 
with the two. 



THE LAWS OF WHIST. 9 1 

CUTTING OUT. 

20. At the end of a rubber, should admission 
be claimed by any one, or by two candidates, 
he who has, or they who have, played a greater 
number of consecutive rubbers than the others 
is, or are, out ; but when all have played the 
same number, they must cut to decide upon the 
out-goers ; the highest are out. 

ENTRY AND RE-ENTRY. 

21. A candidate wishing to enter a table 
must declare such intention prior to any of the 
players having cut a card, either for the purpose 
of commencing a fresh rubber, or of cutting out. 

22. In the formation of fresh tables, those 
candidates who have neither belonged to nor 
played at any other table have the prior right 
of entry ; the others decide their right of ad- 
mission by cutting. 

23. Any one quitting a table prior to the 
conclusion of a rubber, may, with consent of 
the other three players, appoint a substitute in 
his absence during that rubber. 

24. A player cutting into one table, whilst 
belonging to another, loses his right * of re-entry 
into that latter, and takes his chance of cutting 
in, as if he were a fresh candidate.f 

*/. .?., his prior right. 

f And last in the room {vide Law 16). 



92 THE LA WS OF WHIST. 

25. If any one break up a table, the remain- 
ing players have the prior right to him of entry 
into any other, and should there not be suffi- 
cient vacancies at such other table to admit all 
those candidates, they settle their precedence 
by cutting. 

SHUFFLING. 

26. The pack must neither be shufifled below 
the table nor so that the face of any card be 
seen. 

27. The pack must not be shufBed during the 
play of the hand. 

28. A pack, having been played with, must 
neither be shuffled, by dealing it into packets, 
nor across the table. 

29. Each player has a right to shufBe, once 
only, except as provided by Rule 32, prior to a 
deal, after a false cut,''^ or when a new deal f 
has occurred. 

30. The dealer's partner must collect the 
cards for the ensuing deal, and has the first 
right to shuffle that pack. 

31. Each player, after shuffling, must place 
the cards, properly collected, and face down- 
ward, to the left of the player about to deal. 

32. The. dealer has always the right to shuffle 

* Vide Law 34, f Vide Law 37. 



THE LAWS OF WHIST. 93 

last ; but should a card or cards be seen during 
his shuffling or whilst giving the pack to be cut, 
he may be compelled to re-shuffle. 

THE DEAL. 

33. Each player deals in his turn ; the right 
of dealing goes to the left. 

34. The player on the dealer's right cuts the 
pack, and in dividing it, must not leave fewer 
than four cards in either packet ; if in cutting, 
or in replacing one of the two packets on the 
other, a card be exposed, * or if there be any 
confusion of the cards, or a doubt as to the 
exact place in which the pack was divided, there 
must be a fresh cut. 

35. When a player, whose duty it is to cut, 
has once separated the pack, he cannot alter his 
intention ; he can neither re-shuffle nor re-cut 
the cards. 

36. When the pack is cut, should the dealer 
shuffle the cards, he loses his deal. 

A NEW DEAL. 

37. There must be a new deal f — 

* After the two packets have been re-united, Law 38 comes 
into operation. 

\ I. e., the same dealer must deal again. Vide also Laws 
47, 50, and 6g. 



94 THE LA WS OF WHIST, 

I. If, during a deal, or during the play of a hand, the 
pack be proved incorrect or imperfect. 
II. If any card, excepting the last, be faced in the 
pack. 

38. If, whilst dealing, a card be exposed by 
the dealer or his partner, should neither of the 
adversaries have touched the cards, the latter 
can claim a new deal ; a card exposed by either 
adversary gives that claim to the dealer, pro- 
vided that his partner has not touched a card ; 
if a new deal does not take place, the exposed 
card cannot be called. 

39. If, during dealing, a player touch any of 
his cards, the adversaries may do the same, 
without losing their privilege of claiming a new 
deal, should chance give them such option. 

40. If, in dealing, one of the last cards be ex- 
posed, and the dealer turn up the trump before 
there is reasonable time for his adversaries to 
decide as to a fresh deal, they do not thereby 
lose their privilege. 

41. If a player, whilst dealing, look at the 
trump card, his adversaries have a right to see 
it, and may exact a new deal. 

42. If a player take into the hand dealt to 
him a card belonging to the other pack, the 
adversaries, on discovery of the error, may 
decide whether they will haye a fresh deal or not. 



THE LA WS OF WHIST. 95 

A MISDEAL. 

43. A misdeal loses the deal.* 

44. It is a misdeal f — 

I. Unless the cards are dealt into four packets, one at 
a time in regular rotation, beginning with the 
player to the dealer's left. 

II. Should the dealer place the last {i. e., the trump) 
card, face downwards, on his own, or any other 
pack. 

III. Should the trump card not come in its regular 
order to the dealer; but he does not lose his deal 
if the pack be proved imperfect. 

IV. Should a player have fourteen | cards, and either 

of the other three less than thirteen. § 
V. Should the dealer, under an impression that he has 
made a mistake, either count the cards on the 
table, or the remainder of the pack. 

VI. Should the dealer deal two cards at once, or two 
cards to the same hand, and then deal a third ; 
but, if prior to dealing that third card, the 
dealer can, by altering the position of one card 
only, rectify such error, he may do so, except as 
provided by the second paragraph of this Law. 
VII. Should the dealer omit to have the pack cut to him, 
and the adversaries discover the error, prior to 
the trump card being turned up, and before look- 
ing at their cards, but not after having done so. 

45. A misdeal does not lose the deal if, dur- 

* Except as provided in Laws 45 and 50. 

f Vide also Law 36. 

X Or more. 

§ The pack being perfect. Vide Law 47. 



96 THE LA WS OF WHIST. 

ing the dealing, either of the adversaries touch 
the cards prior to the dealer's partner having 
done so, but should the latter have first inter- 
fered with the cards, notwithstanding either or 
both of the adversaries have subsequently done 
the same, the deal is lost. 

46. Should three players have their right 
number of cards — the fourth have less than 
thirteen, and not discover such deficiency until 
he has played any of his cards,"^ the deal stands 
good ; should he have played, he is as answera- 
ble for any revoke he may have made as if the 
missing card, or cards, had been in his hand f ; 
he may search the other pack for it, or them. 

47. If a pack, during or after a rubber, be 
proved incorrect or imperfect, such proof does 
not alter any past score, game, or rubber ; that 
hand in which the imperfection was detected is 
null and void ; the dealer deals again. 

48. Any one dealing out of turn, or with the 
adversary's cards, may be stopped before the 
trump card is turned up, after which the game 
must proceed as if no mistake had been made. 

49. A player can neither shuffle, cut, nor deal 
for his partner, without the permission of his 
opponents. 

* /. e., until after he has played to the first trick, 
f Vide also Law 70, and Law 44, paragraph iv. 



THE LA WS OF WHIST. 97 

50. If the adversaries interrupt a dealer 
whilst dealing, either by questioning the score 
or asserting that it is not his deal, and fail to 
establish such claim, should a misdeal occur, he 
may deal again. 

51. Should a player take his partner's deal, 
and misdeal, the latter is liable to the usual 
penalty, and the adversary next in rotation to 
the player who ought to have dealt then deals. 

THE TRUMP CARD. 

52. The dealer, when it is his turn to play to 
the first trick, should take the trump card into 
his hand ; if left on the table after the first 
trick be turned and quitted, it is liable to be 
called * ; his partner may at any time remind 
him of the liability. 

53. After the dealer has taken the trump 
card into his hand, it cannot be asked for f ; a 
player naming it at any time during the play 
of that hand, is liable to have his highest or 
lowest trump called. 

54. If the dealer take the trump card into 
his hand before it is his turn to play, he may be 
desired to lay it on the table ; should he show 
a wrong card, this card may be called, as also a 

* It is not usual to call the trump card if left on the table, 
f Any one may inquire what the trump suit is, at any time. 



95 THE LA WS OF WHIST. 

second, a third, etc., until the trump card can 
be produced. 

55. If the dealer declare himself unable to 
recollect the trump card, his highest or lowest 
trump may be called at any time during that 
hand, and, unless it cause him to revoke, must 
be played ; the call may be repeated, but not 
changed, i. e., from highest to lowest, or vice 
versa, until such card is played. 

CARDS LIABLE TO BE CALLED.* 

56. All exposed f cards are liable to be called, 
and must be left % on the table ; but a card is 
not an exposed card when dropped on the floor, 
or elsewhere below the table. 

The following are exposed § cards : 

I. Two or more cards played at once. || 

II. Any card dropped with its face upwards, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it. 

* See also Laws 38, 52, 53, 54, 55, 76, 86. 

f Cards exposed during the cut, shuffle, or deal, are referred 
to in Laws 26, 32, 34, 38, 40, and 41. 

X Face upwards. 

§ Detached cards {i, e., cards taken out of the hand but not 
dropped) are not liable to be called unless named ; vide Law 
60. It is important to distinguish between exposed and de- 
ached cards. 

II If two or more cards are played at once, the adversaries 
have a right to call which they please to the trick in course of 
play, and afterwards to call the others. 



THE LA WS OF WHIST. 99 

57. If any one play to an imperfect trick the 
best card on the table, ^'' or lead one which is a 
winning card as against his adversaries, and then 
lead again, f or play several such winning cards 
one after the other, without waiting for his 
partner to play, the latter may be called on to, 
win, if he can, the first or any other of those 
tricks, and the other cards thus improperly 
played are exposed cards. 

58. If a player, or players, under the impres- 
sion that the game is lost — or won — or for 
other reasons, — throw his or their cards on the 
table face upwards, such cards are exposed, and 
liable to be called, each player's by the adver- 
sary ; but should one player alone retain his 
hand, he cannot be forced to abandon it. 

59. If all four players throw their cards on 
the table face upwards, the hands are aban- 
doned ; and no one can again take up his cards. 
Should this general exhibition show that the 
game might have been saved or won, neither 
claim can be entertained, unless a revoke be 
established. The revoking players are then 
liable to the following penalties : they cannot 
under any circumstances win the game by the 
result of that hand, and the adversaries may 

* And then lead without waiting for his partner to play. 
f Without waiting for his partner to play. 



lOO THE LAWS OF WHIST. 

add three to their score, or deduct three from 
that of the revoking players. 

60. A card detached from the rest of the 
hand so as to be named, is Hable to be called ; 
but should the adversary name a wrong card, 
he is liable to have a suit called when he or his 
partner have the lead.^ 

61. If a player, who has rendered himself 
liable to have the highest or lowest of a suit 
called, fail to play as desired, or if when called 
on to lead one suit, lead another, having in his 
hand one or more cards of that suit demanded, 
he incurs the penalty of a revoke. 

62. If any player lead out of turn, his adver- 
saries may either call the card erroneously led, 
or may call a suit from him or his partner 
when it is next the turn of either of them f to 
lead. 

63. If any player lead out of turn, and the 
other three have followed him, the trick is com- 
plete, and the error cannot be rectified ; but if 

* /. e.^ the first time that side obtains the lead. 

f /. e., the penalty of calling a suit must be exacted from 
whichever of them next first obtains the lead. It follows that 
if the player who leads out of turn is the partner of the person 
who ought to have led, and a suit is called, it must be called at 
once from the right leader. If he is allowed to play as he 
pleases, the only penalty that remains is to call the card 
erroneously led. 



THE LA WS OF WHIST. 10 1 

only the second, or the second and third, have 
played to the false lead, their cards, on dis- 
covery of the mistake, are taken back ; there is 
no penalty against any one, excepting the origi- 
nal offender, whose card may be called, or he, 
or his partner, when either of them ''^ has next 
the lead, may be compelled to play any suit de- 
manded by the adversaries. 

64. In no case can a player be compelled to 
play a card which would oblige him to revoke. 

65. The call of a card may be repeated f 
until such card has been played. 

66. If a player called on to lead a suit have 
none of it, the penalty is paid. 

CARDS PLAYED IN ERROR, OR NOT PLAYED 
TO A TRICK. 

6j. If the third hand play before the second, 
the fourth hand may play before his partner. 

68. Should the third hand not have played, 
and the fourth play before his partner, the 
latter may be called on to win, or not to win 
the trick. 

69. If any one omit playing to a former trick, 
and such error be not discovered until he has 
played to the next, the adversaries may claim a 

* /. (?., whichever of them next first has the lead, 
f At every trick. 



I02 THE LA WS OF WHIST, 

new deal ; should they decide that the deal 
stand good, the surplus card at the end of the 
hand is considered to have been played to the 
imperfect trick, but does not constitue a revoke 
therein. 

70. If any one play two cards to the same 
trick, or mix his trump, or other card, with a 
trick to which it does not properly belong, and 
the mistake be not discovered until the hand is 
played out, he is answerable for all consequent 
revokes he may have made.* If, during the 
play of the hand, the error be detected, the 
tricks may be counted face downwards, in order 
to ascertain whether there be among them a 
card too many : should this be the case; they 
may be searched, and the card restored; the 
player is, however, liable for all revokes which 
he may have meanwhile made. 

THE REVOKE. 

71. Is when a player, holding one or more 
cards of the suit led, plays a card of a different 
suit, t 

72. The penalty for a revoke — 

I. Is at the option of the adversaries, who, at the end 
of the hand, may either take three tricks from 

* Vide also Law 46. 

f Vide also Laws 5, 46, 59, 61, 64, 69, 70, and 84. 



THE LAWS OF WHIST. IO3 

the revoking player, * or deduct three points 
from his score, or add three to their own score ; 
II. Can be claimed for as many revokes as occur dur- 
ing the hand ; 

III. Is applicable only to the score of the game in which 

it occurs ; 

IV. Cannot be divided, i. e., a player cannot add one 

or two to his own score and deduct one or two 
from the revoking player ; 
V. Takes precedence of every other score, e. g., the 
claimants two, their opponents nothing, the 
former add three to their score, and thereby 
win a treble game, even should the latter have 
made thirteen tricks, and held four honors. 

73. A revoke is established, if the trick in 
which it occur be turned and quitted, i. e., the 
hand removed from that trick after it has been 
turned face downwards on the table ; or if either 
the revoking player or his partner, whether in 
his right turn or otherwise, lead or play to the 
following trick. 

74. A player may ask his partner whether he 
has not a card of the suit which he has re- 
nounced ; should the question be asked before 
the trick is turned and quitted, subsequent turn- 
ing and quitting does not estabhsh the revoke, 
and the error may be corrected, unless the ques- 
tion be answered in the negative, or unless the 
revoking player or his partner have led or played 
to the following trick. 

* And add them to their own. 



104 ^^-^ LAWS OF WHIST. 

75. At the end of the hand, the claimants of 
a revoke may search all the tricks."^ 

"jG. If a player discover his mistake in time 
to save a revoke, the adversaries, whenever they 
think fit, may call the card thus played in error, 
or may require him to play his highest or low- 
est card to that trick in which he has re- 
nounced ; any player or players who have 
played after him may withdraw their cards 
and substitute others : the cards withdrawn are 
not liable to be called. 

77. If a revoke be claimed, and the accused 
player or his partner mix the cards before they 
have been sufficiently examined by the adversa- 
ries, the revoke is established. The mixing of 
the cards only renders the proof of a revoke 
difficult, but does not prevent the claim, and 
possible establishment, of the penalty. 

78. A revoke cannot be claimed after the 
cards have been cut for the following deal. 

79. The revoking player and his partner may, 
under all circumstances, require the hand in which 
the revoke has been detected to be played out. 

80. If a revoke occur, be claimed and proved, 
bets on the odd trick, or on amount of score, 
must be decided by the actual state of the lat- 
ter, after the penalty is paid. 

* Vide Law 77. 



THE LAWS OF WHIST. I05 

81. Should the players on both sides subject 
themselves to the penalty of one or more re- 
vokes, neither can win the game ; each is pun- 
ished at the discretion of his adversary,* 

82. In whatever way the penalty be enforced, 
under no circumstances can a player win the 
game by the result of the hand during which he 
has revoked ; he cannot score more than four. 
(F^^^ Rule 61.) 

CALLING FOR NEW CARDS. 

83. Any player (on paying for them) before, 
but not after, the pack be cut for the deal, may 
call for fresh cards. He must call for two new 
packs, of which the dealer takes his choice. 

GENERAL RULES. 

84. Where a player and his partner have an 
option of exacting from their adversaries one of 
two penalties, f they should agree who is to make 
the election, but must not consult with one an- 
other which of the two penalties it is advisable 
to exact ; if they do so consult they lose their 
right X \ ^rid if either of them, with or without 

* In the manner prescribed in Law 72. 
f For the various cases see 53, 55, 56 ||, 60, 62, 63, 68, 76, 
and 86. 

\ To demand any penalty. 



I06 THE LA WS OF WHIST, 

consent of his partner, demand a penalty to 
which he is entitled, such decision is final. 

This rule does not apply in exacting the penalties for a revoke 
partners have then a right to consult. 

85. Any one during the play of a trick, or 
after the four cards are played, and before, but 
not after, they are touched for the purpose of 
gathering them together, may demand that the 
cards be placed before their respective players. 

86. If any one, prior to his partner playing, 
should call attention to the trick — either by say- 
ing that it is his, or by naming his card, or, with- 
out being required so to do, by drawing it tow- 
ards him, — the adversaries may require that 
opponent's partner to play the highest *'^ or low- 
est of the suit then led, or to win or losef 
the trick. 

87. In all cases where a penalty has been in- 
curred, the offender is bound to give reasonable 
time for the decision of his adversaries. 

88. If a bystander make any remark which 
calls the attention of a player or players to an 
oversight affecting the score, he is liable to be 
called on, by the players only, to pay the stake, 
and all bets on that game or rubber. 

*See also Laws 53, 55, 57, 61, 68, 76 and 86. 
f /. e., refrain from winning. 



THE LA WS OF WHIST. loy 

89. A bystander, by agreement among the 
players, may decide any question. 

90. A card or cards torn or marked must be 
either replaced by agreement, or new cards 
called at the expense of the table. 

91. Any player may demand to see the last 
trick turned, and no more. Under no circum- 
stances can more than eight cards be seen dur- 
ing the play of the hand, viz.: the four cards on 
the table which have not been turned and quit- 
ted, and the last trick turned. 



ETIQUETTE OF WHIST. 



The following rules belong to the established 
Etiquette of Whist. They are not called laws, 
as it is difficult — in some cases impossible — to 
apply any penalty to their infraction, and the 
only remedy is to cease to play with players 
who habitually disregard them. 

Two packs of cards are invariably used at 
Clubs ; if possible, this should be adhered to. 

Any one, having the lead and several winning 
cards to play, should not draw a second card 
out of his hand until his partner has played to 
the first trick, such act being a distinct inti- 
mation that the former has played a winning 
card. 

No intimation whatever, by word or gesture, 
should be given by a player as to the state 
of his hand, or of the game."^ 

A player who desires the cards to be placed, 
or who demands to see the last trick,t should 

* The question "Who dealt?" is irregular, and if asked 
should not be answered. 

f Or who asks what the trump suit is. 
io8 



ETIQUETTE OF WHIST. 10^ 

do it for his own information only, and not in 
order to invite the attention of his partner. 

No player should object to refer to a by- 
stander who professes himself uninterested in 
the game, and able to decide, any disputed 
question of facts as to who played any par- 
ticular card, whether honors were claimed 
though not scored, or vice, versa, etc., etc. 

It is unfair to revoke purposely ; having made 
a revoke, a player is not justified in making a 
second in order to conceal the first. 

Until the players have made such bets as 
they wish, bets should not be made with by- 
standers. 

Bystanders should make no remark, neither 
should they by word or gesture give any inti- 
mation of the state of the game until concluded 
and scored, nor should they walk round the table 
to look at the different hands. 

No one should look over the hand of a player 
against whom he is betting. 

DUMMY 

Is played by three players. 

One hand, called Dummy's, lies exposed on 
the table. 

The laws are the same as those of Whist, with 
the following exceptions : 



no ETIQUETTE OF WHIST. 

I. Dummy deals at the commencement of each rubber. 

II. Dummy is not liable to the penally for a revoke, as 

his adversaries see his cards ; should he * revoke 
and the error not be discovered until the trick is 
turned and quitted, it stands good.f 

III. Dummy being blind and deaf, his partner is not 

liable to any penalty for an error whence he can 
gain no advantage. Thus, he may expose some 
or all of his cards, or may declare that he has the 
game or trick, etc., without incurring any pen- 
alty ; if, however, he lead from Dummy's hand 
when he should lead from his own, or vice versa, 
a suit may be called from the hand which ought 
to have led. 

DOUBLE DUMMY 

Is played by two players, each having a Dummy, 
or exposed hand, for his partner. The laws of 
the game do not differ from Dummy Whist, 
except in the following special law : There is 
no misdeal, as the deal is a disadvantage. 

* /. ^., Dummy's hand. If Dummy's partner revokes, he is 
liable to the usual penalties. 

•j- And the hand proceeds as though the revoke had not been 
discovered. 



THE LITERARY LIFE. 

Edited by WILLIAM SHEPARD. 
EXTRA CLOTH, GILT TOP, $1 25 PER VOLUME. 



I. AUTHORS AND AUTHORSHIP. 

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Containing Sketches, Anecdotes, and Personal Reminiscences of Carlyle, 
George Eliot, Ruskin, Cardinal Newman, Tennyson, Whittier, Longfellow, 
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III. PEN PICTURES OF EARLIER VICTORIAN 
AUTHORS. 

Containing Sketches, Anecdotes, and Personal Reminiscences of Bulw^e-r, 
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